fteqw/engine/gl/gl_rlight.c
Spoike 974a8074a3 fix TW patch/uncrouch bug.
use sdl 2.0.4 audio queuing output when mixerthread is disabled.
first attempt at BIH traces. doesn't yet work properly so disabled for now, but does fix some performance blackholes in xonotic.
first attempt at a lfield_nearclip value.
add VF_SKYROOM_CAMERA for easier skyrooms.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5442 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-04-01 10:16:36 +00:00

2891 lines
83 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_light.c
#include "quakedef.h"
#ifndef SERVERONLY
#include "glquake.h"
#include "shader.h"
extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_lightmaps;
extern cvar_t r_hdr_irisadaptation, r_hdr_irisadaptation_multiplier, r_hdr_irisadaptation_minvalue, r_hdr_irisadaptation_maxvalue, r_hdr_irisadaptation_fade_down, r_hdr_irisadaptation_fade_up;
int r_dlightframecount;
int d_lightstylevalue[256]; // 8.8 fraction of base light value
void R_UpdateLightStyle(unsigned int style, const char *stylestring, float r, float g, float b)
{
if (style >= MAX_LIGHTSTYLES)
return;
if (!stylestring)
stylestring = "";
Q_strncpyz (cl_lightstyle[style].map, stylestring, sizeof(cl_lightstyle[style].map));
cl_lightstyle[style].length = Q_strlen(cl_lightstyle[style].map);
if (!cl_lightstyle[style].length)
{
d_lightstylevalue[style] = 256;
VectorSet(cl_lightstyle[style].colours, 1,1,1);
}
else
VectorSet(cl_lightstyle[style].colours, r,g,b);
cl_lightstyle[style].colourkey = (int)(cl_lightstyle[style].colours[0]*0x400) ^ (int)(cl_lightstyle[style].colours[1]*0x100000) ^ (int)(cl_lightstyle[style].colours[2]*0x40000000);
}
void Sh_CalcPointLight(vec3_t point, vec3_t light);
void R_UpdateHDR(vec3_t org)
{
if (r_hdr_irisadaptation.ival && cl.worldmodel && !(r_refdef.flags & RDF_NOWORLDMODEL))
{
//fake and lame, but whatever.
vec3_t ambient, diffuse, dir;
float lev = 0;
#ifdef RTLIGHTS
Sh_CalcPointLight(org, ambient);
lev += VectorLength(ambient);
if (!r_shadow_realtime_world.ival || r_shadow_realtime_world_lightmaps.value)
#endif
{
cl.worldmodel->funcs.LightPointValues(cl.worldmodel, org, ambient, diffuse, dir);
lev += (VectorLength(ambient) + VectorLength(diffuse))/256;
}
lev += 0.001; //no division by 0!
lev = r_hdr_irisadaptation_multiplier.value / lev;
lev = bound(r_hdr_irisadaptation_minvalue.value, lev, r_hdr_irisadaptation_maxvalue.value);
if (lev > r_refdef.playerview->hdr_last + r_hdr_irisadaptation_fade_up.value*host_frametime)
lev = r_refdef.playerview->hdr_last + r_hdr_irisadaptation_fade_up.value*host_frametime;
else if (lev < r_refdef.playerview->hdr_last - r_hdr_irisadaptation_fade_down.value*host_frametime)
lev = r_refdef.playerview->hdr_last - r_hdr_irisadaptation_fade_down.value*host_frametime;
lev = bound(r_hdr_irisadaptation_minvalue.value, lev, r_hdr_irisadaptation_maxvalue.value);
r_refdef.playerview->hdr_last = lev;
r_refdef.hdr_value = lev;
}
else
r_refdef.hdr_value = 1;
}
/*
==================
R_AnimateLight
==================
*/
void R_AnimateLight (void)
{
int i,j;
float f;
//if (r_lightstylescale.value > 2)
//r_lightstylescale.value = 2;
//
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
f = (cl.time*r_lightstylespeed.value);
if (f < 0)
f = 0;
i = (int)f;
f -= i; //this can require updates at 1000 times a second.. Depends on your framerate of course
for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
{
int v1, v2, vd;
if (!cl_lightstyle[j].length)
{
d_lightstylevalue[j] = ('m'-'a')*22 * r_lightstylescale.value;
continue;
}
if (cl_lightstyle[j].map[0] == '=')
{
d_lightstylevalue[j] = atof(cl_lightstyle[j].map+1)*256*r_lightstylescale.value;
continue;
}
v1 = i % cl_lightstyle[j].length;
v1 = cl_lightstyle[j].map[v1] - 'a';
v2 = (i+1) % cl_lightstyle[j].length;
v2 = cl_lightstyle[j].map[v2] - 'a';
vd = v1 - v2;
if (!r_lightstylesmooth.ival || vd < -r_lightstylesmooth_limit.ival || vd > r_lightstylesmooth_limit.ival)
d_lightstylevalue[j] = v1*22*r_lightstylescale.value;
else
d_lightstylevalue[j] = (v1*(1-f) + v2*(f))*22*r_lightstylescale.value;
}
}
/*
=============================================================================
DYNAMIC LIGHTS BLEND RENDERING
=============================================================================
*/
void AddLightBlend (float r, float g, float b, float a2)
{
float a;
float *sw_blend = r_refdef.playerview->screentint;
r = bound(0, r, 1);
g = bound(0, g, 1);
b = bound(0, b, 1);
sw_blend[3] = a = sw_blend[3] + a2*(1-sw_blend[3]);
a2 = a2/a;
sw_blend[0] = sw_blend[0]*(1-a2) + r*a2;
sw_blend[1] = sw_blend[1]*(1-a2) + g*a2;
sw_blend[2] = sw_blend[2]*(1-a2) + b*a2;
//Con_Printf("AddLightBlend(): %4.2f %4.2f %4.2f %4.6f\n", v_blend[0], v_blend[1], v_blend[2], v_blend[3]);
}
#define FLASHBLEND_VERTS 16
static float bubble_sintable[FLASHBLEND_VERTS+1], bubble_costable[FLASHBLEND_VERTS+1];
static void R_InitBubble(void)
{
float a;
int i;
float *bub_sin, *bub_cos;
bub_sin = bubble_sintable;
bub_cos = bubble_costable;
for (i=FLASHBLEND_VERTS ; i>=0 ; i--)
{
a = i/(float)FLASHBLEND_VERTS * M_PI*2;
*bub_sin++ = sin(a);
*bub_cos++ = cos(a);
}
}
avec4_t flashblend_colours[FLASHBLEND_VERTS+1];
vecV_t flashblend_vcoords[FLASHBLEND_VERTS+1];
vec2_t flashblend_tccoords[FLASHBLEND_VERTS+1];
index_t flashblend_indexes[FLASHBLEND_VERTS*3];
index_t flashblend_fsindexes[6] = {0, 1, 2, 0, 2, 3};
mesh_t flashblend_mesh;
mesh_t flashblend_fsmesh;
shader_t *occluded_shader;
shader_t *flashblend_shader;
shader_t *deferredlight_shader[LSHADER_MODES];
void R_GenerateFlashblendTexture(void)
{
float dx, dy;
int x, y, a;
unsigned char pixels[32][32][4];
for (y = 0;y < 32;y++)
{
dy = (y - 15.5f) * (1.0f / 16.0f);
for (x = 0;x < 32;x++)
{
dx = (x - 15.5f) * (1.0f / 16.0f);
a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
a = bound(0, a, 255);
pixels[y][x][0] = a;
pixels[y][x][1] = a;
pixels[y][x][2] = a;
pixels[y][x][3] = 255;
}
}
R_LoadReplacementTexture("***flashblend***", NULL, IF_LINEAR, pixels, 32, 32, TF_RGBA32);
}
void R_InitFlashblends(void)
{
int i;
R_InitBubble();
for (i = 0; i < FLASHBLEND_VERTS; i++)
{
flashblend_indexes[i*3+0] = 0;
if (i+1 == FLASHBLEND_VERTS)
flashblend_indexes[i*3+1] = 1;
else
flashblend_indexes[i*3+1] = i+2;
flashblend_indexes[i*3+2] = i+1;
flashblend_tccoords[i+1][0] = 0.5 + bubble_sintable[i]*0.5;
flashblend_tccoords[i+1][1] = 0.5 + bubble_costable[i]*0.5;
}
flashblend_tccoords[0][0] = 0.5;
flashblend_tccoords[0][1] = 0.5;
flashblend_mesh.numvertexes = FLASHBLEND_VERTS+1;
flashblend_mesh.xyz_array = flashblend_vcoords;
flashblend_mesh.st_array = flashblend_tccoords;
flashblend_mesh.colors4f_array[0] = flashblend_colours;
flashblend_mesh.indexes = flashblend_indexes;
flashblend_mesh.numindexes = FLASHBLEND_VERTS*3;
flashblend_mesh.istrifan = true;
flashblend_fsmesh.numvertexes = 4;
flashblend_fsmesh.xyz_array = flashblend_vcoords;
flashblend_fsmesh.st_array = flashblend_tccoords;
flashblend_fsmesh.colors4f_array[0] = flashblend_colours;
flashblend_fsmesh.indexes = flashblend_fsindexes;
flashblend_fsmesh.numindexes = 6;
flashblend_fsmesh.istrifan = true;
R_GenerateFlashblendTexture();
flashblend_shader = R_RegisterShader("flashblend", SUF_NONE,
"{\n"
"program defaultadditivesprite\n"
"{\n"
"map ***flashblend***\n"
"blendfunc gl_one gl_one\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"nodepth\n"
"}\n"
"}\n"
);
occluded_shader = R_RegisterShader("flashblend_occlusiontest", SUF_NONE,
"{\n"
"program defaultadditivesprite\n"
"{\n"
"maskcolor\n"
"maskalpha\n"
"}\n"
"}\n"
);
memset(deferredlight_shader, 0, sizeof(deferredlight_shader));
}
static qboolean R_BuildDlightMesh(dlight_t *light, float colscale, float radscale, int dtype)
{
int i, j;
// float a;
vec3_t v;
float rad;
float *bub_sin, *bub_cos;
vec3_t colour;
bub_sin = bubble_sintable;
bub_cos = bubble_costable;
rad = light->radius * radscale;
VectorCopy(light->color, colour);
if (light->fov)
{
float a = -DotProduct(light->axis[0], vpn);
colour[0] *= a;
colour[1] *= a;
colour[2] *= a;
rad *= a;
rad *= 0.33;
}
if (light->style)
{
colscale *= d_lightstylevalue[light->style-1]/255.0f;
}
VectorSubtract (light->origin, r_origin, v);
if (dtype != 1 && Length (v) < rad + r_refdef.mindist*2)
{ // view is inside the dlight
return false;
}
flashblend_colours[0][0] = colour[0]*colscale;
flashblend_colours[0][1] = colour[1]*colscale;
flashblend_colours[0][2] = colour[2]*colscale;
flashblend_colours[0][3] = 1;
VectorCopy(light->origin, flashblend_vcoords[0]);
for (i=FLASHBLEND_VERTS ; i>0 ; i--)
{
for (j=0 ; j<3 ; j++)
flashblend_vcoords[i][j] = light->origin[j] + (vright[j]*(*bub_cos) +
+ vup[j]*(*bub_sin)) * rad;
bub_sin++;
bub_cos++;
}
if (dtype == 0)
{
//flashblend 3d-ish
VectorMA(flashblend_vcoords[0], -rad/1.5, vpn, flashblend_vcoords[0]);
}
else if (dtype != 1)
{
//prepass lights needs to be fully infront of the light. the glsl is a fullscreen-style effect, but we can benefit from early-z and scissoring
vec3_t diff;
VectorSubtract(r_origin, light->origin, diff);
VectorNormalize(diff);
for (i=0 ; i<=FLASHBLEND_VERTS ; i++)
VectorMA(flashblend_vcoords[i], rad, diff, flashblend_vcoords[i]);
}
return true;
}
/*
=============
R_RenderDlights
=============
*/
void R_RenderDlights (void)
{
int i;
dlight_t *l;
vec3_t waste1, waste2;
unsigned int beflags = 0;
float intensity, cscale;
qboolean coronastyle;
qboolean flashstyle;
float dist;
if (!r_coronas.value && !r_flashblend.value)
return;
l = cl_dlights+rtlights_first;
for (i=rtlights_first; i<rtlights_max; i++, l++)
{
if (!l->radius)
continue;
if (l->corona <= 0)
continue;
//dlights emitting from the local player are not visible as flashblends
if (l->key == r_refdef.playerview->viewentity)
continue; //was a glow
if (l->key == -(r_refdef.playerview->viewentity))
continue; //was a muzzleflash
coronastyle = (l->flags & (LFLAG_NORMALMODE|LFLAG_REALTIMEMODE)) && r_coronas.value;
flashstyle = ((l->flags & LFLAG_FLASHBLEND) && r_flashblend.value);
if (!coronastyle && !flashstyle)
continue;
if (coronastyle && flashstyle)
flashstyle = false;
cscale = l->coronascale;
intensity = l->corona;// * 0.25;
if (coronastyle)
intensity *= r_coronas.value * r_coronas_intensity.value;
else
intensity *= r_flashblend.value;
if (intensity <= 0 || cscale <= 0)
continue;
//prevent the corona from intersecting with the near clip plane by just fading it away if its too close
VectorSubtract(l->origin, r_refdef.vieworg, waste1);
dist = VectorLength(waste1);
if (dist < r_coronas_mindist.value+r_coronas_fadedist.value)
{
if (dist <= r_coronas_mindist.value)
continue;
intensity *= (dist-r_coronas_mindist.value) / r_coronas_fadedist.value;
}
/*coronas use depth testing to compute visibility*/
if (coronastyle)
{
int method;
if (!*r_coronas_occlusion.string)
method = 4; //default to using hardware queries where possible.
else
method = r_coronas_occlusion.ival;
switch(method)
{
case 2:
if (TraceLineR(r_refdef.vieworg, l->origin, waste1, waste2))
continue;
break;
case 0:
break;
case 3:
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
float depth;
vec3_t out;
float v[4], tempv[4];
float mvp[16];
v[0] = l->origin[0];
v[1] = l->origin[1];
v[2] = l->origin[2];
v[3] = 1;
Matrix4_Multiply(r_refdef.m_projection_std, r_refdef.m_view, mvp);
Matrix4x4_CM_Transform4(mvp, v, tempv);
tempv[0] /= tempv[3];
tempv[1] /= tempv[3];
tempv[2] /= tempv[3];
out[0] = (1+tempv[0])/2;
out[1] = (1+tempv[1])/2;
out[2] = (1+tempv[2])/2;
out[0] = out[0]*r_refdef.pxrect.width + r_refdef.pxrect.x;
out[1] = out[1]*r_refdef.pxrect.height + r_refdef.pxrect.y;
if (tempv[3] < 0)
out[2] *= -1;
if (out[2] < 0)
continue;
//FIXME: in terms of performance, mixing reads+draws is BAD BAD BAD. SERIOUSLY BAD
//it would be an improvement to calculate all of these at once.
qglReadPixels(out[0], out[1], 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
if (depth < out[2])
continue;
break;
}
#endif
//other renderers fall through
case 4:
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL && qglGenQueriesARB)
{
GLuint res;
qboolean requery = true;
if (r_refdef.recurse)
requery = false;
else if (l->coronaocclusionquery)
{
qglGetQueryObjectuivARB(l->coronaocclusionquery, GL_QUERY_RESULT_AVAILABLE_ARB, &res);
if (res)
qglGetQueryObjectuivARB(l->coronaocclusionquery, GL_QUERY_RESULT_ARB, &l->coronaocclusionresult);
else if (!l->coronaocclusionresult)
continue; //query still running, nor currently visible.
else
requery = false;
}
else
{
qglGenQueriesARB(1, &l->coronaocclusionquery);
}
if (requery)
{
qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, l->coronaocclusionquery);
R_BuildDlightMesh (l, intensity*10, cscale*.1, coronastyle);
BE_DrawMesh_Single(occluded_shader, &flashblend_mesh, NULL, beflags);
qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
}
if (!l->coronaocclusionresult)
continue;
break;
}
#endif
//other renderers fall through
default:
case 1:
if (CL_TraceLine(r_refdef.vieworg, l->origin, waste1, NULL, NULL) < 1)
continue;
break;
}
}
if (!R_BuildDlightMesh (l, intensity, cscale, coronastyle) && !coronastyle)
AddLightBlend (l->color[0], l->color[1], l->color[2], l->radius * 0.0003);
else
BE_DrawMesh_Single(flashblend_shader, &flashblend_mesh, NULL, (coronastyle?BEF_FORCENODEPTH|BEF_FORCEADDITIVE:0)|beflags);
}
}
qboolean Sh_GenerateShadowMap(dlight_t *l, int lightflags);
qboolean Sh_CullLight(dlight_t *dl, qbyte *vvis);
void R_GenDlightMesh(struct batch_s *batch)
{
static mesh_t *meshptr;
dlight_t *l = cl_dlights + batch->surf_first;
vec3_t colour;
int lightflags = batch->surf_count;
VectorCopy(l->color, colour);
if (l->style)
{
colour[0] *= cl_lightstyle[l->style-1].colours[0] * d_lightstylevalue[l->style-1]/255.0f;
colour[1] *= cl_lightstyle[l->style-1].colours[1] * d_lightstylevalue[l->style-1]/255.0f;
colour[2] *= cl_lightstyle[l->style-1].colours[2] * d_lightstylevalue[l->style-1]/255.0f;
}
else
{
colour[0] *= r_lightstylescale.value;
colour[1] *= r_lightstylescale.value;
colour[2] *= r_lightstylescale.value;
}
if (colour[0] < 0.001 && colour[1] < 0.001 && colour[2] < 0.001)
{ //just switch these off.
batch->meshes = 0;
return;
}
BE_SelectDLight(l, colour, l->axis, lightflags);
#ifdef RTLIGHTS
if (lightflags & LSHADER_SMAP)
{
if (!Sh_GenerateShadowMap(l, lightflags))
{
batch->meshes = 0;
return;
}
BE_SelectEntity(&r_worldentity);
BE_SelectMode(BEM_STANDARD);
}
else if (Sh_CullLight(l, r_refdef.scenevis))
{
batch->meshes = 0;
return;
}
#endif
if (!R_BuildDlightMesh (l, 2, 1, 2))
{
int i;
static vec2_t s[4] = {{1, -1}, {-1, -1}, {-1, 1}, {1, 1}};
for (i = 0; i < 4; i++)
{
VectorMA(r_origin, 32, vpn, flashblend_vcoords[i]);
VectorMA(flashblend_vcoords[i], s[i][0]*320, vright, flashblend_vcoords[i]);
VectorMA(flashblend_vcoords[i], s[i][1]*320, vup, flashblend_vcoords[i]);
}
meshptr = &flashblend_fsmesh;
}
else
{
meshptr = &flashblend_mesh;
}
batch->mesh = &meshptr;
RQuantAdd(RQUANT_RTLIGHT_DRAWN, 1);
}
void R_GenDlightBatches(batch_t *batches[])
{
#ifdef RTLIGHTS
int i, j, sort;
dlight_t *l;
batch_t *b;
int lmode;
unsigned modes;
extern cvar_t r_shadow_realtime_dlight;
extern cvar_t r_shadow_realtime_world;
if (!r_lightprepass)
return;
modes = 0;
if (r_shadow_realtime_dlight.ival)
modes |= LFLAG_NORMALMODE;
if (r_shadow_realtime_world.ival)
modes |= LFLAG_REALTIMEMODE;
if (!modes)
return;
if (!deferredlight_shader[0])
{
const char *deferredlight_shader_code =
"{\n"
"deferredlight\n"
"surfaceparm nodlight\n"
"{\n"
"program lpp_light\n"
"blendfunc gl_one gl_one\n"
"nodepthtest\n"
"map $gbuffer0\n" //depth
"map $gbuffer1\n" //normals.rgb specexp.a
"}\n"
"}\n"
;
deferredlight_shader[0] = R_RegisterShader("deferredlight", SUF_NONE, deferredlight_shader_code);
#ifdef RTLIGHTS
deferredlight_shader[LSHADER_SMAP] = R_RegisterShader("deferredlight#PCF", SUF_NONE, deferredlight_shader_code);
#endif
}
l = cl_dlights+rtlights_first;
for (i=rtlights_first; i<rtlights_max; i++, l++)
{
if (!l->radius)
continue;
if (!(modes & l->flags))
continue;
if (R_CullSphere(l->origin, l->radius))
{
RQuantAdd(RQUANT_RTLIGHT_CULL_FRUSTUM, 1);
continue;
}
lmode = 0;
#ifdef RTLIGHTS
if (!(((i >= RTL_FIRST)?!r_shadow_realtime_world_shadows.ival:!r_shadow_realtime_dlight_shadows.ival) || l->flags & LFLAG_NOSHADOWS))
lmode |= LSHADER_SMAP;
#endif
// if (TEXLOADED(l->cubetexture))
// lmode |= LSHADER_CUBE;
b = BE_GetTempBatch();
if (!b)
return;
b->flags = 0;
b->shader = deferredlight_shader[lmode];
sort = b->shader->sort;
b->buildmeshes = R_GenDlightMesh;
b->ent = &r_worldentity;
b->mesh = NULL;
b->firstmesh = 0;
b->meshes = 1;
b->skin = NULL;
b->texture = NULL;
for (j = 0; j < MAXRLIGHTMAPS; j++)
b->lightmap[j] = -1;
b->surf_first = i;
b->surf_count = lmode;
b->flags |= BEF_NOSHADOWS|BEF_NODLIGHT; //that would be weeird
b->vbo = NULL;
b->next = batches[sort];
batches[sort] = b;
}
#endif
}
/*
=============================================================================
DYNAMIC LIGHTS
=============================================================================
*/
/*
=============
R_PushDlights
=============
*/
void R_PushDlights (void)
{
int i;
dlight_t *l;
r_dlightframecount = r_framecount + 1; // because the count hasn't
// advanced yet for this frame
#ifdef RTLIGHTS
/*if we're doing full rtlighting only, then don't bother calculating old-style dlights as they won't be visible anyway*/
if (r_shadow_realtime_world.ival && r_shadow_realtime_world_lightmaps.value < 0.1)
return;
#endif
if (r_dynamic.ival <= 0|| !cl.worldmodel)
return;
if (!cl.worldmodel->nodes)
return;
currentmodel = cl.worldmodel;
if (!currentmodel->funcs.MarkLights)
return;
l = cl_dlights+rtlights_first;
for (i=rtlights_first ; i <= DL_LAST ; i++, l++)
{
if (!l->radius || !(l->flags & LFLAG_LIGHTMAP))
continue;
currentmodel->funcs.MarkLights( l, 1<<i, currentmodel->nodes );
}
}
/////////////////////////////////////////////////////////////
//rtlight loading
#ifdef RTLIGHTS
//These affect importing
static cvar_t r_editlights_import_radius = CVARAD ("r_editlights_import_radius", "1", "r_editlights_quakelightsizescale", "changes size of light entities loaded from a map");
static cvar_t r_editlights_import_ambient = CVARD ("r_editlights_import_ambient", "0", "ambient light scaler for imported lights");
static cvar_t r_editlights_import_diffuse = CVARD ("r_editlights_import_diffuse", "1", "diffuse light scaler for imported lights");
static cvar_t r_editlights_import_specular = CVARD ("r_editlights_import_specular", "1", "specular light scaler for imported lights"); //excessive, but noticable. its called stylized, okay? shiesh, some people
//these are just for the crappy editor
static cvar_t r_editlights = CVARD ("r_editlights", "0", "enables .rtlights file editing mode. Consider using csaddon/equivelent instead.");
static cvar_t r_editlights_cursordistance = CVARD ("r_editlights_cursordistance", "1024", "maximum distance of cursor from eye");
static cvar_t r_editlights_cursorpushoff = CVARD ("r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface");
static cvar_t r_editlights_cursorpushback = CVARD ("r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye, for some reason");
static cvar_t r_editlights_cursorgrid = CVARD ("r_editlights_cursorgrid", "1", "snaps cursor to this grid size");
//internal settings
static qboolean r_editlights_locked = false; //don't change the selected light
static int r_editlights_selected = -1; //the light closest to the cursor
static vec3_t r_editlights_cursor; //the position of the crosshair/cursor (new lights will be spawned here)
static dlight_t r_editlights_copybuffer; //written by r_editlights_copyinfo, read by r_editlights_pasteinfo. FIXME: use system clipboard?
qboolean R_ImportRTLights(const char *entlump)
{
typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_INFINITE, LIGHTTYPE_LOCALMIN, LIGHTTYPE_RECIPXX2, LIGHTTYPE_SUN} lighttype_t;
/*I'm using the DP code so I know I'll get the DP results*/
int entnum, style, islight, skin, pflags, n;
lighttype_t type;
float origin[3], angles[3], mangle[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], colourscales[3], vec[4];
char key[256], value[8192];
char targetname[256], target[256];
int nest;
qboolean okay = false;
infobuf_t targets;
const char *lmp;
memset(&targets, 0, sizeof(targets));
//a quick note about tenebrae:
//by default, tenebrae's rtlights come from the server via static entities, which is all fancy and posh and actually fairly nice... if all servers actually did it.
//(the tenebrae gamecode uses spawnflag 2048 for static lights. note the pflags_fulldynamic fte/dp vs tenebrae difference)
//failing that, it will insert lights with some crappy fixed radius around only all 'classname light' entities, without any colours or anything, vanilla only.
//such lights are ONLY created if they're not near some other existing light (like a static entity one).
//this can result in FTE having noticably more and bigger lights than tenebrae. shadowmapping doesn't help performance either.
//handle doom3's header
COM_Parse(entlump);
if (!strcmp(com_token, "Version"))
{
entlump = COM_Parse(entlump);
entlump = COM_Parse(entlump);
}
//find targetnames, and store their origins so that we can deal with spotlights.
for (lmp = entlump; ;)
{
lmp = COM_Parse(lmp);
if (com_token[0] != '{')
break;
*targetname = 0;
VectorClear(origin);
nest = 1;
while (1)
{
lmp = COM_ParseOut(lmp, key, sizeof(key));
if (!lmp)
break; // error
if (key[0] == '{')
{
nest++;
continue;
}
if (key[0] == '}')
{
nest--;
if (!nest)
break; // end of entity
continue;
}
if (nest!=1)
continue;
if (key[0] == '_')
memmove(key, key+1, strlen(key));
while (key[strlen(key)-1] == ' ') // remove trailing spaces
key[strlen(key)-1] = 0;
lmp = COM_ParseOut(lmp, value, sizeof(value));
if (!lmp)
break; // error
// now that we have the key pair worked out...
if (!strcmp("targetname", key))
Q_strncpyz(targetname, value, sizeof(targetname));
else if (!strcmp("origin", key))
sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
}
//if we found an ent with a targetname and an origin, then record where it was.
if (*targetname && (origin[0] || origin[1] || origin[2]))
InfoBuf_SetStarKey(&targets, targetname, va("%f %f %f", origin[0], origin[1], origin[2]));
}
for (entnum = 0; ;entnum++)
{
entlump = COM_Parse(entlump);
if (com_token[0] != '{')
break;
type = LIGHTTYPE_MINUSX;
origin[0] = origin[1] = origin[2] = 0;
originhack[0] = originhack[1] = originhack[2] = 0;
angles[0] = angles[1] = angles[2] = 0;
mangle[0] = mangle[1] = mangle[2] = 0;
color[0] = color[1] = color[2] = 1;
light[0] = light[1] = light[2] = 1;light[3] = 300;
overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
fadescale = 1;
lightscale = 1;
*target = 0;
style = 0;
skin = 0;
pflags = 0;
VectorSet(colourscales, r_editlights_import_ambient.value, r_editlights_import_diffuse.value, r_editlights_import_specular.value);
//effects = 0;
islight = false;
nest = 1;
while (1)
{
entlump = COM_Parse(entlump);
if (!entlump)
break; // error
if (com_token[0] == '{')
{
nest++;
continue;
}
if (com_token[0] == '}')
{
nest--;
if (!nest)
break; // end of entity
continue;
}
if (nest!=1)
continue;
if (com_token[0] == '_')
Q_strncpyz(key, com_token + 1, sizeof(key));
else
Q_strncpyz(key, com_token, sizeof(key));
while (key[strlen(key)-1] == ' ') // remove trailing spaces
key[strlen(key)-1] = 0;
entlump = COM_Parse(entlump);
if (!entlump)
break; // error
Q_strncpyz(value, com_token, sizeof(value));
// now that we have the key pair worked out...
if (!strcmp("light", key))
{
n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
if (n == 1)
{
// quake
light[0] = vec[0] * (1.0f / 256.0f);
light[1] = vec[0] * (1.0f / 256.0f);
light[2] = vec[0] * (1.0f / 256.0f);
light[3] = vec[0];
}
else if (n == 4)
{
// halflife
light[0] = vec[0] * (1.0f / 255.0f);
light[1] = vec[1] * (1.0f / 255.0f);
light[2] = vec[2] * (1.0f / 255.0f);
light[3] = vec[3];
}
}
else if (!strcmp("delay", key))
type = atoi(value);
else if (!strcmp("origin", key))
sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
else if (!strcmp("angle", key)) //orientation for cubemaps (or angle of spot lights)
angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
else if (!strcmp("mangle", key)) //orientation for cubemaps (or angle of spot lights)
{
sscanf(value, "%f %f %f", &mangle[1], &mangle[0], &mangle[2]); //FIXME: order is fucked.
mangle[0] = 360-mangle[0]; //FIXME: pitch is fucked too.
}
//_softangle -- the inner cone angle of a spotlight.
else if (!strcmp("angles", key)) //richer cubemap orientation.
sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
else if (!strcmp("color", key))
sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
else if (!strcmp("wait", key))
fadescale = atof(value);
else if (!strcmp("target", key))
Q_strncpyz(target, value, sizeof(target));
else if (!strcmp("classname", key))
{
if (!strncmp(value, "light", 5))
{
islight = true;
if (!strcmp(value, "light_fluoro"))
{
originhack[0] = 0;
originhack[1] = 0;
originhack[2] = 0;
overridecolor[0] = 1;
overridecolor[1] = 1;
overridecolor[2] = 1;
}
if (!strcmp(value, "light_fluorospark"))
{
originhack[0] = 0;
originhack[1] = 0;
originhack[2] = 0;
overridecolor[0] = 1;
overridecolor[1] = 1;
overridecolor[2] = 1;
}
if (!strcmp(value, "light_globe"))
{
originhack[0] = 0;
originhack[1] = 0;
originhack[2] = 0;
overridecolor[0] = 1;
overridecolor[1] = 0.8;
overridecolor[2] = 0.4;
}
if (!strcmp(value, "light_flame_large_yellow"))
{
originhack[0] = 0;
originhack[1] = 0;
originhack[2] = 0;
overridecolor[0] = 1;
overridecolor[1] = 0.5;
overridecolor[2] = 0.1;
}
if (!strcmp(value, "light_flame_small_yellow"))
{
originhack[0] = 0;
originhack[1] = 0;
originhack[2] = 0;
overridecolor[0] = 1;
overridecolor[1] = 0.5;
overridecolor[2] = 0.1;
}
if (!strcmp(value, "light_torch_small_white"))
{
originhack[0] = 0;
originhack[1] = 0;
originhack[2] = 0;
overridecolor[0] = 1;
overridecolor[1] = 0.5;
overridecolor[2] = 0.1;
}
if (!strcmp(value, "light_torch_small_walltorch"))
{
originhack[0] = 0;
originhack[1] = 0;
originhack[2] = 0;
overridecolor[0] = 1;
overridecolor[1] = 0.5;
overridecolor[2] = 0.1;
}
}
}
else if (!strcmp("style", key))
style = atoi(value);
else if (!strcmp("skin", key))
skin = (int)atof(value);
else if (!strcmp("pflags", key))
pflags = (int)atof(value);
//else if (!strcmp("effects", key))
//effects = (int)atof(value);
else if (!strcmp("scale", key))
lightscale = atof(value);
else if (!strcmp("fade", key))
fadescale = atof(value);
#ifdef MAP_PROC
else if (!strcmp("nodynamicshadows", key)) //doom3
;
else if (!strcmp("noshadows", key)) //doom3
{
if (atof(value))
pflags |= PFLAGS_NOSHADOW;
}
else if (!strcmp("nospecular", key))//doom3
{
if (atof(value))
colourscales[2] = 0;
}
else if (!strcmp("nodiffuse", key)) //doom3
{
if (atof(value))
colourscales[1] = 0;
}
#endif
else if (!strcmp("light_radius", key))
{
light[0] = 1;
light[1] = 1;
light[2] = 1;
light[3] = atof(value);
}
else if (entnum == 0 && !strcmp("noautolight", key))
{
//tenebrae compat. don't generate rtlights automagically if the world entity specifies this.
if (atoi(value))
{
okay = true;
return okay;
}
}
else if (entnum == 0 && !strcmp("lightmapbright", key))
{
//tenebrae compat. this overrides r_shadow_realtime_world_lightmap
r_shadow_realtime_world_lightmaps.value = atof(value);
}
}
if (!islight)
continue;
if (lightscale <= 0)
lightscale = 1;
if (fadescale <= 0)
fadescale = 1;
if (color[0] >= 16 || color[1] >= 16 || color[2] >= 16) //_color 255 255 255 should be identity, not super-oversaturated.
VectorScale(color, 1/255.0, color); //if only there were standards for this sort of thing.
if (color[0] == color[1] && color[0] == color[2])
{
color[0] *= overridecolor[0];
color[1] *= overridecolor[1];
color[2] *= overridecolor[2];
}
radius = light[3] * r_editlights_import_radius.value * lightscale / fadescale;
color[0] = color[0] * light[0];
color[1] = color[1] * light[1];
color[2] = color[2] * light[2];
#define CUTOFF (128.0/255)
switch (type)
{
case LIGHTTYPE_MINUSX:
break;
case LIGHTTYPE_RECIPX:
#if 1
radius *= 2;
// VectorScale(color, (1.0f / 16.0f), color);
#else
//light util uses something like: cutoff == light/((scaledist*fadescale*radius)/128)
//radius = light/(cutoff*128*scaledist*fadescale)
radius = lightscale*r_editlights_import_radius.value*256/(1*fadescale);
radius = min(radius, 300);
VectorScale(color, 255/light[3], color);
#endif
break;
case LIGHTTYPE_RECIPXX:
case LIGHTTYPE_RECIPXX2:
#if 1
radius *= 2;
// VectorScale(color, (1.0f / 16.0f), color);
#else
//light util uses something like: cutoff == light/((scaledist*scaledist*fadescale*fadescale*radius*radius)/(128*128))
radius = lightscale*r_editlights_import_radius.value*sqrt(1/CUTOFF*128*128*1*1*fadescale*fadescale);
radius = min(radius, 300);
VectorScale(color, 255/light[3], color);
#endif
break;
default:
case LIGHTTYPE_INFINITE:
radius = FLT_MAX; //close enough
break;
case LIGHTTYPE_LOCALMIN: //can't support, treat like LIGHTTYPE_MINUSX
break;
case LIGHTTYPE_SUN:
break;
}
if (radius < 50) //some mappers insist on many tiny lights. such lights can usually get away with no shadows..
pflags |= PFLAGS_NOSHADOW;
VectorAdd(origin, originhack, origin);
if (radius >= 1 && !(cl.worldmodel->funcs.PointContents(cl.worldmodel, NULL, origin) & FTECONTENTS_SOLID))
{
dlight_t *dl = CL_AllocSlight();
if (!dl)
break;
VectorCopy(origin, dl->origin);
VectorCopy(angles, dl->angles);
AngleVectors(dl->angles, dl->axis[0], dl->axis[1], dl->axis[2]);
VectorInverse(dl->axis[1]);
dl->radius = radius;
VectorCopy(color, dl->color);
dl->flags = 0;
dl->flags |= LFLAG_REALTIMEMODE;
dl->flags |= (pflags & PFLAGS_CORONA)?LFLAG_FLASHBLEND:0;
dl->flags |= (pflags & PFLAGS_NOSHADOW)?LFLAG_NOSHADOWS:0;
dl->style = style+1;
VectorCopy(colourscales, dl->lightcolourscales);
//handle spotlights.
if (mangle[0] || mangle[1] || mangle[2])
{
dl->fov = angles[1];
if (!dl->fov) //default is 40, supposedly
dl->fov = 40;
VectorCopy(mangle, dl->angles);
AngleVectors(dl->angles, dl->axis[0], dl->axis[1], dl->axis[2]);
VectorInverse(dl->axis[1]);
}
else if (*target)
{
lmp = InfoBuf_ValueForKey(&targets, target);
if (*lmp)
{
dl->fov = angles[1];
if (!dl->fov) //default is 40, supposedly
dl->fov = 40;
sscanf(lmp, "%f %f %f", &angles[0], &angles[1], &angles[2]);
VectorSubtract(angles, origin, dl->axis[0]);
VectorNormalize(dl->axis[0]);
VectorVectors(dl->axis[0], dl->axis[1], dl->axis[2]);
VectorInverse(dl->axis[1]);
//we don't have any control over the inner cone.
//so queries work properly
VectorAngles(dl->axis[0], dl->axis[2], dl->angles, false);
dl->angles[0] = anglemod(dl->angles[0]);
}
}
if (skin >= 16)
R_LoadNumberedLightTexture(dl, skin);
okay = true;
}
}
InfoBuf_Clear(&targets, true);
return okay;
}
qboolean R_LoadRTLights(void)
{
dlight_t *dl;
char fname[MAX_QPATH];
char cubename[MAX_QPATH];
char customstyle[1024];
char *file;
char *end;
int style;
vec3_t org;
float radius;
vec3_t rgb;
vec3_t avel;
float fov, nearclip;
unsigned int flags;
float coronascale;
float corona;
float ambientscale, diffusescale, specularscale;
vec3_t angles;
//delete all old lights, even dynamic ones
rtlights_first = RTL_FIRST;
rtlights_max = RTL_FIRST;
COM_StripExtension(cl.worldmodel->name, fname, sizeof(fname));
strncat(fname, ".rtlights", MAX_QPATH-1);
file = COM_LoadTempFile(fname, 0, NULL);
if (file)
while(1)
{
end = strchr(file, '\n');
if (!end)
end = file + strlen(file);
if (end == file)
break;
*end = '\0';
while(*file == ' ' || *file == '\t')
file++;
if (*file == '#')
{
file++;
while(*file == ' ' || *file == '\t')
file++;
file = COM_Parse(file);
if (!Q_strcasecmp(com_token, "lightmaps"))
{
file = COM_Parse(file);
//foo = atoi(com_token);
}
else
Con_DPrintf("Unknown directive: %s\n", com_token);
file = end+1;
continue;
}
else if (*file == '!')
{
flags = LFLAG_NOSHADOWS;
file++;
}
else
flags = 0;
file = COM_Parse(file);
org[0] = atof(com_token);
file = COM_Parse(file);
org[1] = atof(com_token);
file = COM_Parse(file);
org[2] = atof(com_token);
file = COM_Parse(file);
radius = atof(com_token);
file = COM_Parse(file);
rgb[0] = file?atof(com_token):1;
file = COM_Parse(file);
rgb[1] = file?atof(com_token):1;
file = COM_Parse(file);
rgb[2] = file?atof(com_token):1;
file = COM_Parse(file);
style = file?atof(com_token):0;
file = COM_Parse(file);
//cubemap
Q_strncpyz(cubename, com_token, sizeof(cubename));
file = COM_Parse(file);
//corona
corona = file?atof(com_token):0;
file = COM_Parse(file);
angles[0] = file?atof(com_token):0;
file = COM_Parse(file);
angles[1] = file?atof(com_token):0;
file = COM_Parse(file);
angles[2] = file?atof(com_token):0;
file = COM_Parse(file);
//corona scale
coronascale = file?atof(com_token):0.25;
file = COM_Parse(file);
//ambient
ambientscale = file?atof(com_token):0;
file = COM_Parse(file);
//diffuse
diffusescale = file?atof(com_token):1;
file = COM_Parse(file);
//specular
specularscale = file?atof(com_token):1;
file = COM_Parse(file);
flags |= file?atoi(com_token):LFLAG_REALTIMEMODE;
nearclip = fov = avel[0] = avel[1] = avel[2] = 0;
*customstyle = 0;
while(file)
{
file = COM_Parse(file);
if (!strncmp(com_token, "rotx=", 5))
avel[0] = file?atof(com_token+5):0;
else if (!strncmp(com_token, "roty=", 5))
avel[1] = file?atof(com_token+5):0;
else if (!strncmp(com_token, "rotz=", 5))
avel[2] = file?atof(com_token+5):0;
else if (!strncmp(com_token, "fov=", 4))
fov = file?atof(com_token+4):0;
else if (!strncmp(com_token, "nearclip=", 9))
nearclip = file?atof(com_token+9):0;
else if (!strncmp(com_token, "nostencil=", 10))
flags |= atoi(com_token+10)?LFLAG_SHADOWMAP:0;
else if (!strncmp(com_token, "crepuscular=", 12))
flags |= atoi(com_token+12)?LFLAG_CREPUSCULAR:0;
else if (!strncmp(com_token, "ortho=", 6))
flags |= atoi(com_token+6)?LFLAG_ORTHO:0;
else if (!strncmp(com_token, "stylestring=", 12))
Q_strncpyz(customstyle, com_token+12, sizeof(customstyle));
else if (file)
Con_DPrintf("Unknown .rtlights arg \"%s\"\n", com_token);
}
if (radius)
{
dl = CL_AllocSlight();
if (!dl)
break;
VectorCopy(org, dl->origin);
dl->radius = radius;
VectorCopy(rgb, dl->color);
dl->corona = corona;
dl->coronascale = coronascale;
dl->die = 0;
dl->flags = flags;
dl->fov = fov;
dl->nearclip = nearclip;
dl->lightcolourscales[0] = ambientscale;
dl->lightcolourscales[1] = diffusescale;
dl->lightcolourscales[2] = specularscale;
AngleVectorsFLU(angles, dl->axis[0], dl->axis[1], dl->axis[2]);
VectorCopy(avel, dl->rotation);
Q_strncpyz(dl->cubemapname, cubename, sizeof(dl->cubemapname));
if (*dl->cubemapname)
dl->cubetexture = R_LoadReplacementTexture(dl->cubemapname, "", IF_CUBEMAP, NULL, 0, 0, TF_INVALID);
else
dl->cubetexture = r_nulltex;
dl->style = style+1;
dl->customstyle = (*customstyle)?Z_StrDup(customstyle):NULL;
}
file = end+1;
}
return !!file;
}
static void R_SaveRTLights_f(void)
{
dlight_t *light;
vfsfile_t *f;
unsigned int i;
char fname[MAX_QPATH];
char sysname[MAX_OSPATH];
vec3_t ang;
int ver = 0;
COM_StripExtension(cl.worldmodel->name, fname, sizeof(fname));
strncat(fname, ".rtlights", MAX_QPATH-1);
FS_CreatePath(fname, FS_GAMEONLY);
f = FS_OpenVFS(fname, "wb", FS_GAMEONLY);
if (!f)
{
Con_Printf("couldn't open %s\n", fname);
return;
}
// VFS_PUTS(f, va("#lightmap %f\n", foo));
for (light = cl_dlights+rtlights_first, i=rtlights_first; i<rtlights_max; i++, light++)
{
if (light->die)
continue;
if (!light->radius)
continue;
VectorAngles(light->axis[0], light->axis[2], ang, false);
//the .rtlights format is defined by DP, the first few parts cannot be changed without breaking wider compat.
//it got extended a few times. only write what we need for greater compat, just in case.
if ((light->flags & (LFLAG_SHADOWMAP|LFLAG_CREPUSCULAR|LFLAG_ORTHO)) || light->rotation[0] || light->rotation[1] || light->rotation[2] || light->fov || light->customstyle)
ver = 2; //one of our own flags. always spew the full DP stuff to try to avoid confusion
else if (light->coronascale!=0.25 || light->lightcolourscales[0]!=0 || light->lightcolourscales[1]!=1 || light->lightcolourscales[2]!=1 || (light->flags&~LFLAG_NOSHADOWS) != LFLAG_REALTIMEMODE)
ver = 2;
else if (*light->cubemapname || light->corona || ang[0] || ang[1] || ang[2])
ver = 1;
else
ver = 0;
VFS_PRINTF(f,
"%s%f %f %f "
"%f %f %f %f "
"%i",
(light->flags & LFLAG_NOSHADOWS)?"!":"", light->origin[0], light->origin[1], light->origin[2],
light->radius, light->color[0], light->color[1], light->color[2],
light->style-1);
if (ver > 0)
VFS_PRINTF(f, " \"%s\" %f %f %f %f", light->cubemapname, light->corona, ang[0], ang[1], ang[2]);
if (ver > 1)
VFS_PRINTF(f, " %f %f %f %f %i", light->coronascale, light->lightcolourscales[0], light->lightcolourscales[1], light->lightcolourscales[2], light->flags&(LFLAG_NORMALMODE|LFLAG_REALTIMEMODE));
//our weird flags
if (light->flags&LFLAG_SHADOWMAP)
VFS_PRINTF(f, " nostencil=1");
if (light->flags&LFLAG_CREPUSCULAR)
VFS_PRINTF(f, " crepuscular=1");
if (light->flags&LFLAG_ORTHO)
VFS_PRINTF(f, " ortho=1");
//spinning lights (for cubemaps)
if (light->rotation[0] || light->rotation[1] || light->rotation[2])
VFS_PRINTF(f, " rotx=%g roty=%g rotz=%g", light->rotation[0],light->rotation[1],light->rotation[2]);
//spotlights
if (light->fov)
VFS_PRINTF(f, " fov=%g", light->fov); //aka: outer cone
if (light->nearclip)
VFS_PRINTF(f, " nearclip=%g", light->nearclip); //aka: distance into a wall, for lights that are meant to appear to come from a texture
if (light->customstyle)
VFS_PRINTF(f, " \"stylestring=%s\"", light->customstyle); //aka: outer cone
VFS_PUTS(f, "\n");
}
VFS_CLOSE(f);
FS_NativePath(fname, FS_GAMEONLY, sysname, sizeof(sysname));
Con_Printf("rtlights saved to %s\n", sysname);
}
void R_StaticEntityToRTLight(int i)
{
entity_state_t *state = &cl_static_entities[i].state;
dlight_t *dl;
if (!(state->lightpflags&(PFLAGS_FULLDYNAMIC|PFLAGS_CORONA)))
return;
dl = CL_AllocSlight();
if (!dl)
return;
VectorCopy(state->origin, dl->origin);
AngleVectors(state->angles, dl->axis[0], dl->axis[1], dl->axis[2]);
VectorInverse(dl->axis[1]);
dl->radius = state->light[3];
if (!dl->radius)
dl->radius = 350;
VectorScale(state->light, 1.0/1024, dl->color);
if (!state->light[0] && !state->light[1] && !state->light[2])
VectorSet(dl->color, 1, 1, 1);
dl->flags = 0;
dl->flags |= LFLAG_NORMALMODE|LFLAG_REALTIMEMODE;
dl->flags |= (state->lightpflags & PFLAGS_NOSHADOW)?LFLAG_NOSHADOWS:0;
if (state->lightpflags & PFLAGS_CORONA)
dl->corona = 1;
dl->style = state->lightstyle+1;
if (state->lightpflags & PFLAGS_FULLDYNAMIC)
{
dl->lightcolourscales[0] = r_editlights_import_ambient.value;
dl->lightcolourscales[1] = r_editlights_import_diffuse.value;
dl->lightcolourscales[2] = r_editlights_import_specular.value;
}
else
{ //corona-only light
dl->lightcolourscales[0] = 0;
dl->lightcolourscales[1] = 0;
dl->lightcolourscales[2] = 0;
}
if (state->skinnum >= 16)
R_LoadNumberedLightTexture(dl, state->skinnum);
}
static void R_ReloadRTLights_f(void)
{
int i;
if (!cl.worldmodel)
{
Con_Printf("Cannot reload lights at this time\n");
return;
}
rtlights_first = RTL_FIRST;
rtlights_max = RTL_FIRST;
if (!strcmp(Cmd_Argv(1), "bsp"))
R_ImportRTLights(Mod_GetEntitiesString(cl.worldmodel));
else if (!strcmp(Cmd_Argv(1), "rtlights"))
R_LoadRTLights();
else if (!strcmp(Cmd_Argv(1), "statics"))
{
for (i = 0; i < cl.num_statics; i++)
R_StaticEntityToRTLight(i);
}
else if (!strcmp(Cmd_Argv(1), "none"))
;
else
{
//try to load .rtlights file
if (rtlights_first == rtlights_max)
R_LoadRTLights();
//if there's a static entity with rtlights set, then assume the mod is taking care of it for us.
if (rtlights_first == rtlights_max)
for (i = 0; i < cl.num_statics; i++)
R_StaticEntityToRTLight(i);
//otherwise try to import.
if (rtlights_first == rtlights_max)
R_ImportRTLights(Mod_GetEntitiesString(cl.worldmodel));
}
}
//-1 for arg error
static int R_EditLight(dlight_t *dl, const char *cmd, int argc, const char *x, const char *y, const char *z)
{
if (argc == 1)
{
y = x;
z = x;
}
if (!strcmp(cmd, "origin"))
{
dl->origin[0] = atof(x);
dl->origin[1] = atof(y);
dl->origin[2] = atof(z);
}
else if (!strcmp(cmd, "originscale"))
{
dl->origin[0] *= atof(x);
dl->origin[1] *= atof(y);
dl->origin[2] *= atof(z);
}
else if (!strcmp(cmd, "originx"))
dl->origin[0] = atof(x);
else if (!strcmp(cmd, "originy"))
dl->origin[1] = atof(x);
else if (!strcmp(cmd, "originz"))
dl->origin[2] = atof(x);
else if (!strcmp(cmd, "move"))
{
dl->origin[0] += atof(x);
dl->origin[1] += atof(y);
dl->origin[2] += atof(z);
}
else if (!strcmp(cmd, "movex"))
dl->origin[0] += atof(x);
else if (!strcmp(cmd, "movey"))
dl->origin[1] += atof(x);
else if (!strcmp(cmd, "movez"))
dl->origin[2] += atof(x);
else if (!strcmp(cmd, "angles"))
{
dl->angles[0] = atof(x);
dl->angles[1] = atof(y);
dl->angles[2] = atof(z);
AngleVectors(dl->angles, dl->axis[0], dl->axis[1], dl->axis[2]);
VectorInverse(dl->axis[1]);
}
else if (!strcmp(cmd, "anglesx"))
{
dl->angles[0] = atof(x);
AngleVectors(dl->angles, dl->axis[0], dl->axis[1], dl->axis[2]);
VectorInverse(dl->axis[1]);
}
else if (!strcmp(cmd, "anglesy"))
{
dl->angles[1] = atof(x);
AngleVectors(dl->angles, dl->axis[0], dl->axis[1], dl->axis[2]);
VectorInverse(dl->axis[1]);
}
else if (!strcmp(cmd, "anglesz"))
{
dl->angles[2] = atof(x);
AngleVectors(dl->angles, dl->axis[0], dl->axis[1], dl->axis[2]);
VectorInverse(dl->axis[1]);
}
else if (!strcmp(cmd, "avel"))
{
dl->rotation[0] = atof(x);
dl->rotation[1] = atof(y);
dl->rotation[2] = atof(z);
}
else if (!strcmp(cmd, "avelx"))
dl->rotation[0] = atof(x);
else if (!strcmp(cmd, "avey"))
dl->rotation[1] = atof(x);
else if (!strcmp(cmd, "avelz"))
dl->rotation[2] = atof(x);
else if (!strcmp(cmd, "outercone") || !strcmp(cmd, "fov"))
dl->fov = atof(x);
else if (!strcmp(cmd, "nearclip"))
dl->nearclip = atof(x);
else if (!strcmp(cmd, "color") || !strcmp(cmd, "colour"))
{
dl->color[0] = atof(x);
dl->color[1] = atof(y);
dl->color[2] = atof(z);
}
else if (!strcmp(cmd, "colorscale") || !strcmp(cmd, "colourscale"))
{
dl->color[0] *= atof(x);
dl->color[1] *= atof(y);
dl->color[2] *= atof(z);
}
else if (!strcmp(cmd, "radius"))
dl->radius = atof(x);
else if (!strcmp(cmd, "radiusscale") || !strcmp(cmd, "sizescale"))
dl->radius *= atof(x);
else if (!strcmp(cmd, "style"))
dl->style = atoi(x)+1; //fte's styles are internally 1-based, with 0 being a null style that ignores lightstyles entirely, which admittedly isn't often used.
else if (!strcmp(cmd, "stylestring"))
{
Z_Free(dl->customstyle);
dl->customstyle = x?Z_StrDup(x):NULL;
}
else if (!strcmp(cmd, "cubemap"))
{
Q_strncpyz(dl->cubemapname, x, sizeof(dl->cubemapname));
if (*dl->cubemapname)
dl->cubetexture = R_LoadReplacementTexture(dl->cubemapname, "", IF_CUBEMAP, NULL, 0, 0, TF_INVALID);
else
dl->cubetexture = r_nulltex;
}
else if (!strcmp(cmd, "shadows"))
dl->flags = (dl->flags&~LFLAG_NOSHADOWS) | ((*x=='y'||*x=='Y'||*x=='t'||atoi(x))?0:LFLAG_NOSHADOWS);
else if (!strcmp(cmd, "nostencil"))
dl->flags = (dl->flags&~LFLAG_SHADOWMAP) | ((*x=='y'||*x=='Y'||*x=='t'||atoi(x))?0:LFLAG_SHADOWMAP);
else if (!strcmp(cmd, "crepuscular"))
dl->flags = (dl->flags&~LFLAG_CREPUSCULAR) | ((*x=='y'||*x=='Y'||*x=='t'||atoi(x))?LFLAG_CREPUSCULAR:0);
else if (!strcmp(cmd, "ortho"))
dl->flags = (dl->flags&~LFLAG_ORTHO) | ((*x=='y'||*x=='Y'||*x=='t'||atoi(x))?LFLAG_ORTHO:0);
else if (!strcmp(cmd, "corona"))
dl->corona = atof(x);
else if (!strcmp(cmd, "coronasize"))
dl->coronascale = atof(x);
else if (!strcmp(cmd, "ambient"))
dl->lightcolourscales[0] = atof(x);
else if (!strcmp(cmd, "diffuse"))
dl->lightcolourscales[1] = atof(x);
else if (!strcmp(cmd, "specular"))
dl->lightcolourscales[2] = atof(x);
else if (!strcmp(cmd, "normalmode"))
dl->flags = (dl->flags&~LFLAG_NORMALMODE) | ((*x=='y'||*x=='Y'||*x=='t'||atoi(x))?LFLAG_NORMALMODE:0);
else if (!strcmp(cmd, "realtimemode"))
dl->flags = (dl->flags&~LFLAG_REALTIMEMODE) | ((*x=='y'||*x=='Y'||*x=='t'||atoi(x))?LFLAG_REALTIMEMODE:0);
else
return -2;
dl->rebuildcache = true; //mneh, lets just flag it for everything.
return 1;
}
void R_EditLights_DrawInfo(void)
{
float fontscale[2] = {8,8};
float x = vid.width - 320;
float y = 0;
const char *s;
if (!r_editlights.ival)
return;
if (r_editlights_selected >= RTL_FIRST && r_editlights_selected < rtlights_max)
{
dlight_t *dl = &cl_dlights[r_editlights_selected];
s = va( " Origin : %.0f %.0f %.0f\n"
" Angles : %.0f %.0f %.0f\n"
" Colour : %.2f %.2f %.2f\n"
" Radius : %.0f\n"
" Corona : %.0f\n"
" Style : %i\n"
"Style String : %s\n"
" Shadows : %s\n"
" Cubemap : \"%s\"\n"
" CoronaSize : %.2f\n"
" Ambient : %.2f\n"
" Diffuse : %.2f\n"
" Specular : %.2f\n"
" NormalMode : %s\n"
"RealTimeMode : %s\n"
" Spin : %.0f %.0f %.0f\n"
" Cone : %.0f\n"
" Nearclip : %.0f\n"
//"NoStencil : %s\n"
//"Crepuscular : %s\n"
//"Ortho : %s\n"
,dl->origin[0],dl->origin[1],dl->origin[2]
,dl->angles[0],dl->angles[1],dl->angles[2]
,dl->color[0],dl->color[1],dl->color[2]
,dl->radius, dl->corona, dl->style-1, dl->customstyle?dl->customstyle:"---"
,((dl->flags&LFLAG_NOSHADOWS)?"no":"yes"), dl->cubemapname, dl->coronascale
,dl->lightcolourscales[0], dl->lightcolourscales[1], dl->lightcolourscales[2]
,((dl->flags&LFLAG_NORMALMODE)?"yes":"no"), ((dl->flags&LFLAG_REALTIMEMODE)?"yes":"no")
,dl->rotation[0],dl->rotation[1],dl->rotation[2], dl->fov, dl->nearclip
//,((dl->flags&LFLAG_SHADOWMAP)?"no":"yes"),((dl->flags&LFLAG_CREPUSCULAR)?"yes":"no"),((dl->flags&LFLAG_ORTHO)?"yes":"no")
);
}
else
s = "No light selected";
R2D_ImageColours(0,0,0,.35);
R2D_FillBlock(x-4, y, 320+4, 16*8+4);
R2D_ImageColours(1,1,1,1);
R_DrawTextField(x, y, 320, 16*8, s, CON_WHITEMASK, CPRINT_LALIGN|CPRINT_TALIGN|CPRINT_NOWRAP, font_default, fontscale);
}
void R_EditLights_DrawLights(void)
{
const float SPRITE_SIZE = 8;
int i;
dlight_t *l;
enum
{
// ELS_CURSOR,
ELS_SELECTED,
ELS_LIGHT,
ELS_NOSHADOW,
ELS_MAX
};
char *lightshaderinfo[] =
{
/* "gfx/editlights/cursor",
".59..95."
"59....95"
"9.9..9.9"
"...99..."
"...99..."
"9.9..9.9"
"59....95"
".59..95.",
*/
"gfx/editlights/selected",
"999..999"
"99....99"
"9......9"
"........"
"........"
"9......9"
"99....99"
"999..999",
"gfx/editlights/light",
"..1221.."
".245542."
"14677641"
"25799752"
"25799752"
"14677641"
".245542."
"..1221..",
"gfx/editlights/noshadow",
"..1221.."
".245542."
"14644641"
"274..472" //mmm, donuts.
"274..472"
"14644641"
".247742."
"..1221..",
};
shader_t *shaders[ELS_MAX], *s;
unsigned int asciipalette[256];
asciipalette['.'] = 0;
for (i = 0; i < 10; i++)
asciipalette['0'+i] = 0xff000000 | ((int)(255/9.0*i)*0x010101);
if (!r_editlights.ival)
return;
for (i = 0; i < ELS_MAX; i++)
{
shaders[i] = R_RegisterShader(lightshaderinfo[i*2+0], SUF_NONE, va(
"{\n"
"program defaultadditivesprite\n"
"{\n"
"map $diffuse\n"
"blendfunc gl_one gl_one\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"%s"
"}\n"
"}\n"
,(i==ELS_SELECTED)?"nodepth\n":"")
);
if (!shaders[i]->defaulttextures->base)
shaders[i]->defaulttextures->base = Image_GetTexture(shaders[i]->name, NULL, IF_LINEAR|IF_NOMIPMAP|IF_NOPICMIP|IF_CLAMP, lightshaderinfo[i*2+1], asciipalette, 8, 8, TF_8PAL32);
}
if (!r_editlights_locked)
{
vec3_t targ, norm;
int ent;
int best = -1;
float bestscore = 0, score;
VectorMA(r_refdef.vieworg, r_editlights_cursordistance.value, vpn, targ); //try to aim about 1024qu infront of the camera
CL_TraceLine(r_refdef.vieworg, targ, r_editlights_cursor, norm, &ent); //figure out where the cursor ends up
VectorMA(r_editlights_cursor, r_editlights_cursorpushoff.value, norm, r_editlights_cursor); //push off from the surface by 4qu.
VectorMA(r_editlights_cursor, -r_editlights_cursorpushback.value, vpn, r_editlights_cursor);//move it back towards the camera, for no apparent reason
if (r_editlights_cursorgrid.value)
{ //snap to a grid, if set
for (i =0; i < 3; i++)
r_editlights_cursor[i] = floor(r_editlights_cursor[i] / r_editlights_cursorgrid.value + 0.5) * r_editlights_cursorgrid.value;
}
// CLQ1_AddSpriteQuad(shaders[ELS_CURSOR], r_editlights_cursor, SPRITE_SIZE);
for (i=RTL_FIRST; i<rtlights_max; i++)
{
l = &cl_dlights[i];
if (!l->radius) //dead light is dead.
continue;
VectorSubtract(l->origin, r_refdef.vieworg, targ);
score = DotProduct(vpn, targ) / sqrt(DotProduct(targ,targ));
if (score >= .95) //there's a threshhold required for a light to be selectable.
{
//trace from the light to the view (so startsolid doesn't cause so many problems)
if (score > bestscore && CL_TraceLine(l->origin, r_refdef.vieworg, r_editlights_cursor, norm, &ent) == 1.0)
{
bestscore = score;
best = i;
}
}
}
r_editlights_selected = best;
}
for (i=RTL_FIRST; i<rtlights_max; i++)
{
l = &cl_dlights[i];
if (!l->radius) //dead light is dead.
continue;
//we should probably show spotlights with a special icon or something
//dp has alternate icons for cubemaps.
if (l->flags & LFLAG_NOSHADOWS)
s = shaders[ELS_NOSHADOW];
else
s = shaders[ELS_LIGHT];
CLQ1_AddSpriteQuad(s, l->origin, SPRITE_SIZE);
}
if (r_editlights_selected >= RTL_FIRST && r_editlights_selected < rtlights_max)
{
l = &cl_dlights[r_editlights_selected];
CLQ1_AddSpriteQuad(shaders[ELS_SELECTED], l->origin, SPRITE_SIZE);
}
}
static void R_EditLights_Edit_f(void)
{
int i = r_editlights_selected;
const char *cmd = Cmd_Argv(1);
const char *x = Cmd_Argv(2);
const char *y = Cmd_Argv(3);
const char *z = Cmd_Argv(4);
int argc = Cmd_Argc()-2;
dlight_t *dl;
if (!r_editlights.ival)
{
Con_Printf("Toggle r_editlights first\n");
return;
}
if (i < RTL_FIRST || i >= rtlights_max)
{
Con_Printf("No light selected\n");
return;
}
dl = &cl_dlights[i];
if (!*cmd)
{
Con_Print("Selected light's properties:\n");
Con_Printf("Origin : ^[%f %f %f\\type\\r_editlights_edit origin %g %g %g^]\n", dl->origin[0],dl->origin[1],dl->origin[2], dl->origin[0],dl->origin[1],dl->origin[2]);
Con_Printf("Angles : ^[%f %f %f\\type\\r_editlights_edit angles %g %g %g^]\n", dl->angles[0],dl->angles[1],dl->angles[2], dl->angles[0],dl->angles[1],dl->angles[2]);
Con_Printf("Colour : ^[%f %f %f\\type\\r_editlights_edit avel %g %g %g^]\n", dl->color[0],dl->color[1],dl->color[2], dl->color[0],dl->color[1],dl->color[2]);
Con_Printf("Radius : ^[%f\\type\\r_editlights_edit radius %g^]\n", dl->radius, dl->radius);
Con_Printf("Corona : ^[%f\\type\\r_editlights_edit corona %g^]\n", dl->corona, dl->corona);
Con_Printf("Style : ^[%i\\type\\r_editlights_edit style %i^]\n", dl->style-1, dl->style-1);
Con_Printf("Style String : ^[%s\\type\\r_editlights_edit stylestring %s^]\n", dl->customstyle?dl->customstyle:"---", dl->customstyle?dl->customstyle:"");
Con_Printf("Shadows : ^[%s\\type\\r_editlights_edit shadows %s^]\n", ((dl->flags&LFLAG_NOSHADOWS)?"no":"yes"), ((dl->flags&LFLAG_NOSHADOWS)?"no":"yes"));
Con_Printf("Cubemap : ^[\"%s\"\\type\\r_editlights_edit cubemap \"%s\"^]\n", dl->cubemapname, dl->cubemapname);
Con_Printf("CoronaSize : ^[%f\\type\\r_editlights_edit coronasize %g^]\n", dl->coronascale, dl->coronascale);
Con_Printf("Ambient : ^[%f\\type\\r_editlights_edit ambient %g^]\n", dl->lightcolourscales[0], dl->lightcolourscales[0]);
Con_Printf("Diffuse : ^[%f\\type\\r_editlights_edit diffuse %g^]\n", dl->lightcolourscales[1], dl->lightcolourscales[1]);
Con_Printf("Specular : ^[%f\\type\\r_editlights_edit specular %g^]\n", dl->lightcolourscales[2], dl->lightcolourscales[2]);
Con_Printf("NormalMode : ^[%s\\type\\r_editlights_edit normalmode %s^]\n", ((dl->flags&LFLAG_NORMALMODE)?"yes":"no"), ((dl->flags&LFLAG_NORMALMODE)?"yes":"no"));
Con_Printf("RealTimeMode : ^[%s\\type\\r_editlights_edit realtimemode %s^]\n", ((dl->flags&LFLAG_REALTIMEMODE)?"yes":"no"), ((dl->flags&LFLAG_REALTIMEMODE)?"yes":"no"));
Con_Printf("Spin : ^[%f %f %f\\type\\r_editlights_edit avel %g %g %g^]\n", dl->rotation[0],dl->rotation[1],dl->rotation[2], dl->origin[0],dl->origin[1],dl->origin[2]);
Con_Printf("Cone : ^[%f\\type\\r_editlights_edit outercone %g^]\n", dl->fov, dl->fov);
Con_Printf("NearClip : ^[%f\\type\\r_editlights_edit nearclip %g^]\n", dl->nearclip, dl->nearclip);
// Con_Printf("NoStencil : ^[%s\\type\\r_editlights_edit nostencil %s^]\n", ((dl->flags&LFLAG_SHADOWMAP)?"no":"yes"), ((dl->flags&LFLAG_SHADOWMAP)?"no":"yes"));
// Con_Printf("Crepuscular : ^[%s\\type\\r_editlights_edit crepuscular %s^]\n", ((dl->flags&LFLAG_CREPUSCULAR)?"yes":"no"), ((dl->flags&LFLAG_CREPUSCULAR)?"yes":"no"));
// Con_Printf("Ortho : ^[%s\\type\\r_editlights_edit ortho %s^]\n", ((dl->flags&LFLAG_ORTHO)?"yes":"no"), ((dl->flags&LFLAG_ORTHO)?"yes":"no"));
return;
}
switch(R_EditLight(dl, cmd, argc, x,y,z))
{
case -1:
Con_Printf("Not enough args for %s\n", cmd);
return;
case -2:
Con_Printf("Argument not known: %s\n", cmd);
return;
}
}
static void R_EditLights_Remove_f(void)
{
int i = r_editlights_selected;
dlight_t *dl;
if (!r_editlights.ival)
{
Con_Printf("Toggle r_editlights first\n");
return;
}
if (i < RTL_FIRST || i >= rtlights_max)
{
Con_Printf("No light selected\n");
return;
}
dl = &cl_dlights[i];
dl->radius = 0;
r_editlights_selected = -1;
}
static void R_EditLights_EditAll_f(void)
{
int i = 0;
const char *cmd = Cmd_Argv(1);
const char *x = Cmd_Argv(2);
const char *y = Cmd_Argv(3);
const char *z = Cmd_Argv(4);
int argc = Cmd_Argc()-2;
dlight_t *dl;
if (!r_editlights.ival)
{
Con_Printf("No light selected\n");
return;
}
for (i = RTL_FIRST; i < rtlights_max; i++)
{
dl = &cl_dlights[i];
if (dl->radius <= 0)
continue; //don't edit dead lights back to life
switch(R_EditLight(dl, cmd, argc, x,y,z))
{
case -1:
Con_Printf("Not enough args for %s\n", cmd);
return;
case -2:
Con_Printf("Argument not known: %s\n", cmd);
return;
}
}
}
static void R_EditLights_Spawn_f(void)
{
dlight_t *dl;
if (!r_editlights.ival)
{
Con_Printf("Toggle r_editlights first\n");
return;
}
dl = CL_AllocSlight();
r_editlights_selected = dl - cl_dlights;
VectorCopy(r_editlights_cursor, dl->origin);
dl->radius = 200;
dl->style = 1; //0... gah. match DP's results.
dl->lightcolourscales[0] = 0;
dl->lightcolourscales[1] = 1;
dl->lightcolourscales[2] = 1;
}
static void R_EditLights_Clone_f(void)
{
int i = r_editlights_selected;
dlight_t *dl;
dlight_t *src;
if (!r_editlights.ival)
{
Con_Printf("Toggle r_editlights first\n");
return;
}
if (i < RTL_FIRST || i >= rtlights_max)
{
Con_Printf("No light selected\n");
return;
}
src = &cl_dlights[i];
dl = CL_AllocSlight();
r_editlights_selected = dl - cl_dlights;
CL_CloneDlight(dl, src);
VectorCopy(r_editlights_cursor, dl->origin);
}
static void R_EditLights_ToggleShadow_f(void)
{
int i = r_editlights_selected;
dlight_t *dl;
if (!r_editlights.ival)
{
Con_Printf("Toggle r_editlights first\n");
return;
}
if (i < RTL_FIRST || i >= rtlights_max)
{
Con_Printf("No light selected\n");
return;
}
dl = &cl_dlights[i];
dl->flags ^= LFLAG_NOSHADOWS;
}
static void R_EditLights_ToggleCorona_f(void)
{
int i = r_editlights_selected;
dlight_t *dl;
if (!r_editlights.ival)
{
Con_Printf("Toggle r_editlights first\n");
return;
}
if (i < RTL_FIRST || i >= rtlights_max)
{
Con_Printf("No light selected\n");
return;
}
dl = &cl_dlights[i];
dl->corona = !dl->corona;
}
static void R_EditLights_CopyInfo_f(void)
{
int i = r_editlights_selected;
dlight_t *dl;
if (!r_editlights.ival)
{
Con_Printf("Toggle r_editlights first\n");
return;
}
if (i < RTL_FIRST || i >= rtlights_max)
return;
dl = &cl_dlights[i];
CL_CloneDlight(&r_editlights_copybuffer, dl);
}
static void R_EditLights_PasteInfo_f(void)
{
int i = r_editlights_selected;
dlight_t *dl;
vec3_t org;
if (!r_editlights.ival)
{
Con_Printf("Toggle r_editlights first\n");
return;
}
if (i < RTL_FIRST || i >= rtlights_max)
{
Con_Printf("No light selected\n");
return;
}
dl = &cl_dlights[i];
VectorCopy(dl->origin, org);
CL_CloneDlight(dl, &r_editlights_copybuffer);
VectorCopy(org, dl->origin); //undo the origin's copy.
//just in case its from a different map...
if (*dl->cubemapname)
dl->cubetexture = R_LoadReplacementTexture(dl->cubemapname, "", IF_CUBEMAP, NULL, 0, 0, TF_INVALID);
else
dl->cubetexture = r_nulltex;
}
static void R_EditLights_Lock_f(void)
{
if (!r_editlights.ival)
{
Con_Printf("Toggle r_editlights first\n");
return;
}
if ((r_editlights_selected < RTL_FIRST || r_editlights_selected >= rtlights_max) && !r_editlights_locked)
{
Con_Printf("No light selected\n");
return;
}
r_editlights_locked = !r_editlights_locked;
}
static char macro_buf[256] = "";
static char *r_editlights_current_origin(void)
{
int i = r_editlights_selected;
dlight_t *dl;
if (i < RTL_FIRST || i >= rtlights_max)
return "";
dl = &cl_dlights[i];
Q_snprintfz (macro_buf, sizeof(macro_buf), "%g %g %g", dl->origin[0], dl->origin[1], dl->origin[2]);
return macro_buf;
}
static char *r_editlights_current_angles(void)
{
int i = r_editlights_selected;
dlight_t *dl;
if (i < RTL_FIRST || i >= rtlights_max)
return "";
dl = &cl_dlights[i];
Q_snprintfz (macro_buf, sizeof(macro_buf), "%g %g %g", dl->angles[0], dl->angles[1], dl->angles[2]);
return macro_buf;
}
static char *r_editlights_current_color(void)
{
int i = r_editlights_selected;
dlight_t *dl;
if (i < RTL_FIRST || i >= rtlights_max)
return "";
dl = &cl_dlights[i];
Q_snprintfz (macro_buf, sizeof(macro_buf), "%g %g %g", dl->color[0], dl->color[1], dl->color[2]);
return macro_buf;
}
static char *r_editlights_current_radius(void)
{
int i = r_editlights_selected;
dlight_t *dl;
if (i < RTL_FIRST || i >= rtlights_max)
return "";
dl = &cl_dlights[i];
Q_snprintfz (macro_buf, sizeof(macro_buf), "%g", dl->radius);
return macro_buf;
}
static char *r_editlights_current_corona(void)
{
int i = r_editlights_selected;
dlight_t *dl;
if (i < RTL_FIRST || i >= rtlights_max)
return "";
dl = &cl_dlights[i];
Q_snprintfz (macro_buf, sizeof(macro_buf), "%g", dl->corona);
return macro_buf;
}
static char *r_editlights_current_coronasize(void)
{
int i = r_editlights_selected;
dlight_t *dl;
if (i < RTL_FIRST || i >= rtlights_max)
return "";
dl = &cl_dlights[i];
Q_snprintfz (macro_buf, sizeof(macro_buf), "%g", dl->coronascale);
return macro_buf;
}
static char *r_editlights_current_style(void)
{
int i = r_editlights_selected;
dlight_t *dl;
if (i < RTL_FIRST || i >= rtlights_max)
return "";
dl = &cl_dlights[i];
Q_snprintfz (macro_buf, sizeof(macro_buf), "%i", dl->style-1);
return macro_buf;
}
static char *r_editlights_current_shadows(void)
{
int i = r_editlights_selected;
dlight_t *dl;
if (i < RTL_FIRST || i >= rtlights_max)
return "";
dl = &cl_dlights[i];
if (dl->flags & LFLAG_NOSHADOWS)
return "0";
return "1";
}
static char *r_editlights_current_cubemap(void)
{
int i = r_editlights_selected;
dlight_t *dl;
if (i < RTL_FIRST || i >= rtlights_max)
return "";
dl = &cl_dlights[i];
Q_snprintfz (macro_buf, sizeof(macro_buf), "\"%s\"", dl->cubemapname);
return macro_buf;
}
static char *r_editlights_current_ambient(void)
{
int i = r_editlights_selected;
dlight_t *dl;
if (i < RTL_FIRST || i >= rtlights_max)
return "";
dl = &cl_dlights[i];
Q_snprintfz (macro_buf, sizeof(macro_buf), "%g", dl->lightcolourscales[0]);
return macro_buf;
}
static char *r_editlights_current_diffuse(void)
{
int i = r_editlights_selected;
dlight_t *dl;
if (i < RTL_FIRST || i >= rtlights_max)
return "";
dl = &cl_dlights[i];
Q_snprintfz (macro_buf, sizeof(macro_buf), "%g", dl->lightcolourscales[1]);
return macro_buf;
}
static char *r_editlights_current_specular(void)
{
int i = r_editlights_selected;
dlight_t *dl;
if (i < RTL_FIRST || i >= rtlights_max)
return "";
dl = &cl_dlights[i];
Q_snprintfz (macro_buf, sizeof(macro_buf), "%g", dl->lightcolourscales[2]);
return macro_buf;
}
static char *r_editlights_current_normalmode(void)
{
int i = r_editlights_selected;
dlight_t *dl;
if (i < RTL_FIRST || i >= rtlights_max)
return "";
dl = &cl_dlights[i];
if (dl->flags & LFLAG_NORMALMODE)
return "1";
return "0";
}
static char *r_editlights_current_realtimemode(void)
{
int i = r_editlights_selected;
dlight_t *dl;
if (i < RTL_FIRST || i >= rtlights_max)
return "";
dl = &cl_dlights[i];
if (dl->flags & LFLAG_REALTIMEMODE)
return "1";
return "0";
}
void R_EditLights_RegisterCommands(void)
{
Cmd_AddCommandD ("r_editlights_reload", R_ReloadRTLights_f, "Reload static rtlights. Argument can be rtlights|statics|bsp|none to override the source.");
Cmd_AddCommandD ("r_editlights_save", R_SaveRTLights_f, "Saves rtlights to maps/FOO.rtlights");
Cvar_Register (&r_editlights_import_radius, "Realtime Light editing/importing");
Cvar_Register (&r_editlights_import_ambient, "Realtime Light editing/importing");
Cvar_Register (&r_editlights_import_diffuse, "Realtime Light editing/importing");
Cvar_Register (&r_editlights_import_specular, "Realtime Light editing/importing");
Cvar_Register (&r_editlights, "Realtime Light editing/importing");
Cvar_Register (&r_editlights_cursordistance, "Realtime Light editing/importing");
Cvar_Register (&r_editlights_cursorpushoff, "Realtime Light editing/importing");
Cvar_Register (&r_editlights_cursorpushback, "Realtime Light editing/importing");
Cvar_Register (&r_editlights_cursorgrid, "Realtime Light editing/importing");
//the rest is optional stuff that should normally be handled via csqc instead, but hurrah for dp compat...
Cmd_AddCommandD("r_editlights_spawn", R_EditLights_Spawn_f, "Spawn a new light with default properties");
Cmd_AddCommandD("r_editlights_clone", R_EditLights_Clone_f, "Duplicate the current light (with a new origin)");
Cmd_AddCommandD("r_editlights_remove", R_EditLights_Remove_f, "Removes the current light.");
Cmd_AddCommandD("r_editlights_edit", R_EditLights_Edit_f, "Changes named properties on the current light.");
Cmd_AddCommandD("r_editlights_editall", R_EditLights_EditAll_f, "Like r_editlights_edit, but affects all lights instead of just the selected one.");
Cmd_AddCommandD("r_editlights_toggleshadow", R_EditLights_ToggleShadow_f, "Toggles the shadow flag on the current light.");
Cmd_AddCommandD("r_editlights_togglecorona", R_EditLights_ToggleCorona_f, "Toggles the current light's corona field.");
Cmd_AddCommandD("r_editlights_copyinfo", R_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
Cmd_AddCommandD("r_editlights_pasteinfo", R_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
Cmd_AddCommandD("r_editlights_lock", R_EditLights_Lock_f, "Blocks changing the current light according the crosshair.");
//DP has these as cvars. mneh.
Cmd_AddMacroD("r_editlights_current_origin", r_editlights_current_origin, false, "origin of selected light");
Cmd_AddMacroD("r_editlights_current_angles", r_editlights_current_angles, false, "angles of selected light");
Cmd_AddMacroD("r_editlights_current_color", r_editlights_current_color, false, "color of selected light");
Cmd_AddMacroD("r_editlights_current_radius", r_editlights_current_radius, false, "radius of selected light");
Cmd_AddMacroD("r_editlights_current_corona", r_editlights_current_corona, false, "corona intensity of selected light");
Cmd_AddMacroD("r_editlights_current_coronasize",r_editlights_current_coronasize,false, "corona size of selected light");
Cmd_AddMacroD("r_editlights_current_style", r_editlights_current_style, false, "style of selected light");
Cmd_AddMacroD("r_editlights_current_shadows", r_editlights_current_shadows, false, "shadows flag of selected light");
Cmd_AddMacroD("r_editlights_current_cubemap", r_editlights_current_cubemap, false, "cubemap of selected light");
Cmd_AddMacroD("r_editlights_current_ambient", r_editlights_current_ambient, false, "ambient intensity of selected light");
Cmd_AddMacroD("r_editlights_current_diffuse", r_editlights_current_diffuse, false, "diffuse intensity of selected light");
Cmd_AddMacroD("r_editlights_current_specular", r_editlights_current_specular, false, "specular intensity of selected light");
Cmd_AddMacroD("r_editlights_current_normalmode",r_editlights_current_normalmode,false, "normalmode flag of selected light");
Cmd_AddMacroD("r_editlights_current_realtimemode", r_editlights_current_realtimemode, false, "realtimemode flag of selected light");
}
#endif
/*
=============================================================================
LIGHT SAMPLING
=============================================================================
*/
mplane_t *lightplane;
vec3_t lightspot;
static void GLQ3_AddLatLong(qbyte latlong[2], vec3_t dir, float mag)
{
float lat = (float)latlong[0] * (2 * M_PI)*(1.0 / 255.0);
float lng = (float)latlong[1] * (2 * M_PI)*(1.0 / 255.0);
dir[0] += mag * cos ( lng ) * sin ( lat );
dir[1] += mag * sin ( lng ) * sin ( lat );
dir[2] += mag * cos ( lat );
}
void GLQ3_LightGrid(model_t *mod, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
{
q3lightgridinfo_t *lg = (q3lightgridinfo_t *)cl.worldmodel->lightgrid;
int index[8];
int vi[3];
int i, j;
float t[8];
vec3_t vf, vf2;
vec3_t ambient, diffuse, direction;
if (!lg || (!lg->lightgrid && !lg->rbspelements) || lg->numlightgridelems < 1)
{
if(res_ambient)
{
res_ambient[0] = 64;
res_ambient[1] = 64;
res_ambient[2] = 64;
}
if (res_diffuse)
{
res_diffuse[0] = 192;
res_diffuse[1] = 192;
res_diffuse[2] = 192;
}
if (res_dir)
{
res_dir[0] = 1;
res_dir[1] = 1;
res_dir[2] = 0.1;
}
return;
}
//If in doubt, steal someone else's code...
//Thanks QFusion.
for ( i = 0; i < 3; i++ )
{
vf[i] = (point[i] - lg->gridMins[i]) / lg->gridSize[i];
vi[i] = (int)(vf[i]);
vf[i] = vf[i] - floor(vf[i]);
vf2[i] = 1.0f - vf[i];
}
for ( i = 0; i < 8; i++ )
{
//bound it properly
index[i] = bound(0, vi[0]+((i&1)?1:0), lg->gridBounds[0]-1) * 1 +
bound(0, vi[1]+((i&2)?1:0), lg->gridBounds[1]-1) * lg->gridBounds[0] +
bound(0, vi[2]+((i&4)?1:0), lg->gridBounds[2]-1) * lg->gridBounds[3] ;
t[i] = ((i&1)?vf[0]:vf2[0]) *
((i&2)?vf[1]:vf2[1]) *
((i&4)?vf[2]:vf2[2]) ;
}
//rbsp has a separate grid->index lookup for compression.
if (lg->rbspindexes)
{
for (i = 0; i < 8; i++)
index[i] = lg->rbspindexes[index[i]];
}
VectorClear(ambient);
VectorClear(diffuse);
VectorClear(direction);
if (lg->rbspelements)
{
for (i = 0; i < 8; i++)
{ //rbsp has up to 4 styles per grid element, which needs to be scaled by that style's current value
float tot = 0;
for (j = 0; j < countof(lg->rbspelements[index[i]].styles); j++)
{
qbyte st = lg->rbspelements[index[i]].styles[j];
if (st != 255)
{
float mag = d_lightstylevalue[st] * 1.0/255 * t[i];
//FIXME: cl_lightstyle[st].colours[rgb]
VectorMA (ambient, mag, lg->rbspelements[index[i]].ambient[j], ambient);
VectorMA (diffuse, mag, lg->rbspelements[index[i]].diffuse[j], diffuse);
tot += mag;
}
}
GLQ3_AddLatLong(lg->rbspelements[index[i]].direction, direction, tot);
}
}
else
{
for (i = 0; i < 8; i++)
{
VectorMA (ambient, t[i], lg->lightgrid[index[i]].ambient, ambient);
VectorMA (diffuse, t[i], lg->lightgrid[index[i]].diffuse, diffuse);
GLQ3_AddLatLong(lg->lightgrid[index[i]].direction, direction, t[i]);
}
VectorScale(ambient, d_lightstylevalue[0]/255.0, ambient);
VectorScale(diffuse, d_lightstylevalue[0]/255.0, diffuse);
//FIXME: cl_lightstyle[0].colours[rgb]
}
//q3bsp has *4 overbrighting.
// VectorScale(ambient, 4, ambient);
// VectorScale(diffuse, 4, diffuse);
/*ambient is the min level*/
/*diffuse is the max level*/
VectorCopy(ambient, res_ambient);
if (res_diffuse)
VectorAdd(diffuse, ambient, res_diffuse);
if (res_dir)
VectorCopy(direction, res_dir);
}
static int GLRecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
{
int r;
float front, back, frac;
int side;
mplane_t *plane;
vec3_t mid;
msurface_t *surf;
int s, t, ds, dt;
int i;
mtexinfo_t *tex;
qbyte *lightmap;
unsigned scale;
int maps;
if (cl.worldmodel->fromgame == fg_quake2)
{
if (node->contents != -1)
return -1; // solid
}
else if (node->contents < 0)
return -1; // didn't hit anything
// calculate mid point
// FIXME: optimize for axial
plane = node->plane;
front = DotProduct (start, plane->normal) - plane->dist;
back = DotProduct (end, plane->normal) - plane->dist;
side = front < 0;
if ( (back < 0) == side)
return GLRecursiveLightPoint (node->children[side], start, end);
frac = front / (front-back);
mid[0] = start[0] + (end[0] - start[0])*frac;
mid[1] = start[1] + (end[1] - start[1])*frac;
mid[2] = start[2] + (end[2] - start[2])*frac;
// go down front side
r = GLRecursiveLightPoint (node->children[side], start, mid);
if (r >= 0)
return r; // hit something
if ( (back < 0) == side )
return -1; // didn't hit anuthing
// check for impact on this node
VectorCopy (mid, lightspot);
lightplane = plane;
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i=0 ; i<node->numsurfaces ; i++, surf++)
{
if (surf->flags & SURF_DRAWTILED)
continue; // no lightmaps
tex = surf->texinfo;
s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];;
if (s < surf->texturemins[0] || t < surf->texturemins[1])
continue;
ds = s - surf->texturemins[0];
dt = t - surf->texturemins[1];
if ( ds > surf->extents[0] || dt > surf->extents[1] )
continue;
if (!surf->samples)
return 0;
ds >>= surf->lmshift;
dt >>= surf->lmshift;
lightmap = surf->samples;
r = 0;
if (lightmap)
{
switch(cl.worldmodel->lightmaps.fmt)
{
case LM_E5BGR9:
lightmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)<<2;
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ; maps++)
{
unsigned int l = *(unsigned int*)lightmap;
scale = d_lightstylevalue[surf->styles[maps]];
scale *= pow(2, (int)(l>>27)-15-9+7);
r += max3(((l>> 0)&0x1ff), ((l>> 9)&0x1ff), ((l>>18)&0x1ff)) * scale;
lightmap += ((surf->extents[0]>>surf->lmshift)+1) * ((surf->extents[1]>>surf->lmshift)+1)<<2;
}
break;
case LM_RGB8:
lightmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)*3;
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ; maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
r += max3(lightmap[0],lightmap[1],lightmap[2]) * scale;
lightmap += ((surf->extents[0]>>surf->lmshift)+1) * ((surf->extents[1]>>surf->lmshift)+1)*3;
}
break;
case LM_L8:
lightmap += dt * ((surf->extents[0]>>surf->lmshift)+1) + ds;
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ; maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
r += *lightmap * scale;
lightmap += ((surf->extents[0]>>surf->lmshift)+1) * ((surf->extents[1]>>surf->lmshift)+1);
}
break;
}
r >>= 8;
}
return r;
}
// go down back side
return GLRecursiveLightPoint (node->children[!side], mid, end);
}
int R_LightPoint (vec3_t p)
{
vec3_t end;
int r;
if (r_refdef.flags & 1)
return 255;
if (!cl.worldmodel || cl.worldmodel->loadstate != MLS_LOADED || !cl.worldmodel->lightdata)
return 255;
if (cl.worldmodel->fromgame == fg_quake3)
{
GLQ3_LightGrid(cl.worldmodel, p, NULL, end, NULL);
return (end[0] + end[1] + end[2])/3;
}
end[0] = p[0];
end[1] = p[1];
end[2] = p[2] - 2048;
r = GLRecursiveLightPoint (cl.worldmodel->rootnode, p, end);
if (r == -1)
r = 0;
return r;
}
#ifdef PEXT_LIGHTSTYLECOL
static float *GLRecursiveLightPoint3C (model_t *mod, mnode_t *node, vec3_t start, vec3_t end)
{
static float l[6];
float *r;
float front, back, frac;
int side;
mplane_t *plane;
vec3_t mid;
msurface_t *surf;
int s, t, ds, dt;
int i;
mtexinfo_t *tex;
qbyte *lightmap, *deluxmap;
float scale, overbright;
int maps;
if (mod->fromgame == fg_quake2)
{
if (node->contents != -1)
return NULL; // solid
}
else if (node->contents < 0)
return NULL; // didn't hit anything
// calculate mid point
// FIXME: optimize for axial
plane = node->plane;
front = DotProduct (start, plane->normal) - plane->dist;
back = DotProduct (end, plane->normal) - plane->dist;
side = front < 0;
if ( (back < 0) == side)
return GLRecursiveLightPoint3C (mod, node->children[side], start, end);
frac = front / (front-back);
mid[0] = start[0] + (end[0] - start[0])*frac;
mid[1] = start[1] + (end[1] - start[1])*frac;
mid[2] = start[2] + (end[2] - start[2])*frac;
// go down front side
r = GLRecursiveLightPoint3C (mod, node->children[side], start, mid);
if (r && r[0]+r[1]+r[2] >= 0)
return r; // hit something
if ( (back < 0) == side )
return NULL; // didn't hit anuthing
// check for impact on this node
VectorCopy (mid, lightspot);
lightplane = plane;
surf = mod->surfaces + node->firstsurface;
for (i=0 ; i<node->numsurfaces ; i++, surf++)
{
if (surf->flags & SURF_DRAWTILED)
continue; // no lightmaps
tex = surf->texinfo;
s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];
if (s < surf->texturemins[0] ||
t < surf->texturemins[1])
continue;
ds = s - surf->texturemins[0];
dt = t - surf->texturemins[1];
if ( ds > surf->extents[0] || dt > surf->extents[1] )
continue;
if (!surf->samples)
{
l[0]=0;l[1]=0;l[2]=0;
l[3]=0;l[4]=1;l[5]=1;
return l;
}
ds >>= surf->lmshift;
dt >>= surf->lmshift;
lightmap = surf->samples;
l[0]=0;l[1]=0;l[2]=0;
l[3]=0;l[4]=0;l[5]=0;
if (lightmap)
{
overbright = 1/255.0f;
if (mod->deluxdata)
{
switch(mod->lightmaps.fmt)
{
case LM_E5BGR9:
deluxmap = ((surf->samples - mod->lightdata)>>2)*3 + mod->deluxdata;
lightmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)<<2;
deluxmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)<<4;
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ; maps++)
{
unsigned int lm = *(unsigned int*)lightmap;
scale = d_lightstylevalue[surf->styles[maps]]*overbright;
scale *= pow(2, (int)(lm>>27)-15-9+8);
l[0] += ((lm>> 0)&0x1ff) * scale * cl_lightstyle[surf->styles[maps]].colours[0];
l[1] += ((lm>> 9)&0x1ff) * scale * cl_lightstyle[surf->styles[maps]].colours[1];
l[2] += ((lm>>18)&0x1ff) * scale * cl_lightstyle[surf->styles[maps]].colours[2];
l[3] += (deluxmap[0]-127)*scale;
l[4] += (deluxmap[1]-127)*scale;
l[5] += (deluxmap[2]-127)*scale;
lightmap += ((surf->extents[0]>>surf->lmshift)+1) *
((surf->extents[1]>>surf->lmshift)+1)<<2;
deluxmap += ((surf->extents[0]>>surf->lmshift)+1) *
((surf->extents[1]>>surf->lmshift)+1) * 3;
}
break;
case LM_RGB8:
deluxmap = surf->samples - mod->lightdata + mod->deluxdata;
lightmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)*3;
deluxmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)*3;
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ; maps++)
{
scale = d_lightstylevalue[surf->styles[maps]]*overbright;
l[0] += lightmap[0] * scale * cl_lightstyle[surf->styles[maps]].colours[0];
l[1] += lightmap[1] * scale * cl_lightstyle[surf->styles[maps]].colours[1];
l[2] += lightmap[2] * scale * cl_lightstyle[surf->styles[maps]].colours[2];
l[3] += (deluxmap[0]-127)*scale;
l[4] += (deluxmap[1]-127)*scale;
l[5] += (deluxmap[2]-127)*scale;
lightmap += ((surf->extents[0]>>surf->lmshift)+1) *
((surf->extents[1]>>surf->lmshift)+1) * 3;
deluxmap += ((surf->extents[0]>>surf->lmshift)+1) *
((surf->extents[1]>>surf->lmshift)+1) * 3;
}
break;
case LM_L8:
deluxmap = (surf->samples - mod->lightdata)*3 + mod->deluxdata;
lightmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds);
deluxmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)*3;
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ; maps++)
{
scale = d_lightstylevalue[surf->styles[maps]]*overbright;
l[0] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[0];
l[1] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[1];
l[2] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[2];
l[3] += deluxmap[0]*scale;
l[4] += deluxmap[1]*scale;
l[5] += deluxmap[2]*scale;
lightmap += ((surf->extents[0]>>surf->lmshift)+1) *
((surf->extents[1]>>surf->lmshift)+1);
deluxmap += ((surf->extents[0]>>surf->lmshift)+1) *
((surf->extents[1]>>surf->lmshift)+1) * 3;
}
break;
}
}
else
{
switch(mod->lightmaps.fmt)
{
case LM_E5BGR9:
lightmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)<<2;
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ; maps++)
{
unsigned int lm = *(unsigned int*)lightmap;
scale = d_lightstylevalue[surf->styles[maps]]*overbright;
scale *= pow(2, (int)(lm>>27)-15-9+8);
l[0] += ((lm>> 0)&0x1ff) * scale * cl_lightstyle[surf->styles[maps]].colours[0];
l[1] += ((lm>> 9)&0x1ff) * scale * cl_lightstyle[surf->styles[maps]].colours[1];
l[2] += ((lm>>18)&0x1ff) * scale * cl_lightstyle[surf->styles[maps]].colours[2];
lightmap += ((surf->extents[0]>>surf->lmshift)+1) *
((surf->extents[1]>>surf->lmshift)+1)<<2;
}
break;
case LM_RGB8:
lightmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds)*3;
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ; maps++)
{
scale = d_lightstylevalue[surf->styles[maps]]*overbright;
l[0] += lightmap[0] * scale * cl_lightstyle[surf->styles[maps]].colours[0];
l[1] += lightmap[1] * scale * cl_lightstyle[surf->styles[maps]].colours[1];
l[2] += lightmap[2] * scale * cl_lightstyle[surf->styles[maps]].colours[2];
lightmap += ((surf->extents[0]>>surf->lmshift)+1) *
((surf->extents[1]>>surf->lmshift)+1) * 3;
}
break;
case LM_L8:
lightmap += (dt * ((surf->extents[0]>>surf->lmshift)+1) + ds);
for (maps = 0 ; maps < MAXQ1LIGHTMAPS && surf->styles[maps] != 255 ; maps++)
{
scale = d_lightstylevalue[surf->styles[maps]]*overbright;
l[0] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[0];
l[1] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[1];
l[2] += *lightmap * scale * cl_lightstyle[surf->styles[maps]].colours[2];
lightmap += ((surf->extents[0]>>surf->lmshift)+1) *
((surf->extents[1]>>surf->lmshift)+1);
}
break;
}
}
}
return l;
}
// go down back side
return GLRecursiveLightPoint3C (mod, node->children[!side], mid, end);
}
#endif
void GLQ1BSP_LightPointValues(model_t *model, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
{
vec3_t end;
float *r;
#ifdef RTLIGHTS
extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_lightmaps;
#endif
if (!model->lightdata || r_fullbright.ival)
{
res_diffuse[0] = 0;
res_diffuse[1] = 0;
res_diffuse[2] = 0;
res_ambient[0] = 255;
res_ambient[1] = 255;
res_ambient[2] = 255;
res_dir[0] = 1;
res_dir[1] = 1;
res_dir[2] = 0.1;
VectorNormalize(res_dir);
return;
}
end[0] = point[0];
end[1] = point[1];
end[2] = point[2] - 2048;
r = GLRecursiveLightPoint3C(model, model->rootnode, point, end);
if (r == NULL)
{
res_diffuse[0] = 0;
res_diffuse[1] = 0;
res_diffuse[2] = 0;
res_ambient[0] = 0;
res_ambient[1] = 0;
res_ambient[2] = 0;
res_dir[0] = 0;
res_dir[1] = 1;
res_dir[2] = 1;
}
else
{
res_diffuse[0] = r[0];
res_diffuse[1] = r[1];
res_diffuse[2] = r[2];
/*bright on one side, dark on the other, but not too dark*/
res_ambient[0] = r[0]/2;
res_ambient[1] = r[1]/2;
res_ambient[2] = r[2]/2;
res_dir[0] = r[3];
res_dir[1] = r[4];
res_dir[2] = -r[5];
if (!res_dir[0] && !res_dir[1] && !res_dir[2])
res_dir[0] = res_dir[2] = 1;
VectorNormalize(res_dir);
}
#ifdef RTLIGHTS
if (r_shadow_realtime_world.ival)
{
float lm = r_shadow_realtime_world_lightmaps.value;
if (lm < 0) lm = 0;
if (lm > 1) lm = 1;
VectorScale(res_diffuse, lm, res_diffuse);
VectorScale(res_ambient, lm, res_ambient);
}
#endif
}
#endif