/* 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[MAX_NET_LIGHTSTYLES]; // 8.8 fraction of base light value void R_BumpLightstyles(unsigned int maxstyle) { int style = cl_max_lightstyles; if (maxstyle >= style) { Z_ReallocElements((void**)&cl_lightstyle, &cl_max_lightstyles, maxstyle+1, sizeof(*cl_lightstyle)); for (; style < cl_max_lightstyles; style++) VectorSet(cl_lightstyle[style].colours, 1,1,1); } } void R_UpdateLightStyle(unsigned int style, const char *stylestring, float r, float g, float b) { if (style >= MAX_NET_LIGHTSTYLES) return; R_BumpLightstyles(style); 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 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>=0 && light->style < countof(d_lightstylevalue)) { colscale *= d_lightstylevalue[light->style]/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; iradius) 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>=0 && l->style < cl_max_lightstyles) { colour[0] *= cl_lightstyle[l->style].colours[0] * d_lightstylevalue[l->style]/255.0f; colour[1] *= cl_lightstyle[l->style].colours[1] * d_lightstylevalue[l->style]/255.0f; colour[2] *= cl_lightstyle[l->style].colours[2] * d_lightstylevalue[l->style]/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; iradius) 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<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; 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_TEXTYPE_CUBE, NULL, 0, 0, TF_INVALID); else dl->cubetexture = r_nulltex; dl->style = style; 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; idie) 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); 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; 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); 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_TEXTYPE_CUBE, 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, 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; iradius) //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; iradius) //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, dl->style); 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 = 0; //styled, but mostly static (we could use -1, but mneh). 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_TEXTYPE_CUBE, 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); 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(const 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, const 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 ; inumsurfaces ; 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] != INVALID_LIGHTSTYLE ; 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] != INVALID_LIGHTSTYLE ; 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] != INVALID_LIGHTSTYLE ; 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, const vec3_t start, const 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 ; inumsurfaces ; 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] != INVALID_LIGHTSTYLE ; 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] != INVALID_LIGHTSTYLE ; 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] != INVALID_LIGHTSTYLE ; 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] != INVALID_LIGHTSTYLE ; 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] != INVALID_LIGHTSTYLE ; 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] != INVALID_LIGHTSTYLE ; 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, const 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