4 #include "cl_collision.h"
7 extern void R_Shadow_EditLights_Init(void);
9 #define SHADOWSTAGE_NONE 0
10 #define SHADOWSTAGE_STENCIL 1
11 #define SHADOWSTAGE_LIGHT 2
12 #define SHADOWSTAGE_ERASESTENCIL 3
14 int r_shadowstage = SHADOWSTAGE_NONE;
15 int r_shadow_reloadlights = false;
17 mempool_t *r_shadow_mempool;
19 int maxshadowelements;
21 int maxtrianglefacinglight;
22 qbyte *trianglefacinglight;
23 int *trianglefacinglightlist;
25 int maxshadowvertices;
26 float *shadowvertex3f;
31 rtexturepool_t *r_shadow_texturepool;
32 rtexture_t *r_shadow_normalcubetexture;
33 rtexture_t *r_shadow_attenuation2dtexture;
34 rtexture_t *r_shadow_attenuation3dtexture;
35 rtexture_t *r_shadow_blankbumptexture;
36 rtexture_t *r_shadow_blankglosstexture;
37 rtexture_t *r_shadow_blankwhitetexture;
39 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
40 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
41 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
42 cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"};
43 cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "0"};
44 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
45 cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
46 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
47 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
48 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
49 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
50 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "-1"};
51 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
52 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "100000"};
53 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
55 int c_rt_lights, c_rt_clears, c_rt_scissored;
56 int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
57 int c_rtcached_shadowmeshes, c_rtcached_shadowtris;
59 void R_Shadow_ClearWorldLights(void);
60 void R_Shadow_SaveWorldLights(void);
61 void R_Shadow_LoadWorldLights(void);
62 void R_Shadow_LoadLightsFile(void);
63 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
65 void r_shadow_start(void)
67 // allocate vertex processing arrays
68 r_shadow_mempool = Mem_AllocPool("R_Shadow");
69 maxshadowelements = 0;
70 shadowelements = NULL;
71 maxshadowvertices = 0;
72 shadowvertex3f = NULL;
76 maxtrianglefacinglight = 0;
77 trianglefacinglight = NULL;
78 trianglefacinglightlist = NULL;
79 r_shadow_normalcubetexture = NULL;
80 r_shadow_attenuation2dtexture = NULL;
81 r_shadow_attenuation3dtexture = NULL;
82 r_shadow_blankbumptexture = NULL;
83 r_shadow_blankglosstexture = NULL;
84 r_shadow_blankwhitetexture = NULL;
85 r_shadow_texturepool = NULL;
86 R_Shadow_ClearWorldLights();
87 r_shadow_reloadlights = true;
90 void r_shadow_shutdown(void)
92 R_Shadow_ClearWorldLights();
93 r_shadow_reloadlights = true;
94 r_shadow_normalcubetexture = NULL;
95 r_shadow_attenuation2dtexture = NULL;
96 r_shadow_attenuation3dtexture = NULL;
97 r_shadow_blankbumptexture = NULL;
98 r_shadow_blankglosstexture = NULL;
99 r_shadow_blankwhitetexture = NULL;
100 R_FreeTexturePool(&r_shadow_texturepool);
101 maxshadowelements = 0;
102 shadowelements = NULL;
103 maxshadowvertices = 0;
104 shadowvertex3f = NULL;
108 maxtrianglefacinglight = 0;
109 trianglefacinglight = NULL;
110 trianglefacinglightlist = NULL;
111 Mem_FreePool(&r_shadow_mempool);
114 void r_shadow_newmap(void)
116 R_Shadow_ClearWorldLights();
117 r_shadow_reloadlights = true;
120 void R_Shadow_Init(void)
122 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
123 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
124 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
125 Cvar_RegisterVariable(&r_shadow_realtime_world);
126 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
127 Cvar_RegisterVariable(&r_shadow_visiblevolumes);
128 Cvar_RegisterVariable(&r_shadow_gloss);
129 Cvar_RegisterVariable(&r_shadow_debuglight);
130 Cvar_RegisterVariable(&r_shadow_scissor);
131 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
132 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
133 Cvar_RegisterVariable(&r_shadow_polygonoffset);
134 Cvar_RegisterVariable(&r_shadow_portallight);
135 Cvar_RegisterVariable(&r_shadow_projectdistance);
136 Cvar_RegisterVariable(&r_shadow_texture3d);
137 R_Shadow_EditLights_Init();
138 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
141 int R_Shadow_MakeTriangleShadowFlags_Vertex3f(const int *elements, const float *vertex, int numtris, qbyte *facing, int *list, const float *relativelightorigin)
144 const float *v0, *v1, *v2;
145 for (i = 0;i < numtris;i++, elements += 3)
147 // calculate triangle facing flag
148 v0 = vertex + elements[0] * 3;
149 v1 = vertex + elements[1] * 3;
150 v2 = vertex + elements[2] * 3;
151 if(PointInfrontOfTriangle(relativelightorigin, v0, v1, v2))
162 int R_Shadow_BuildShadowVolume(const int *elements, const int *neighbors, int numverts, const qbyte *facing, const int *facinglist, int numfacing, int *out, float *vertices, const float *relativelightorigin, float projectdistance)
164 int i, j, tris, vertexpointeradjust = numverts * 3;
168 if (maxvertexupdate < numverts)
170 maxvertexupdate = numverts;
172 Mem_Free(vertexupdate);
173 vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
177 // check each frontface for bordering backfaces,
178 // and cast shadow polygons from those edges,
179 // also create front and back caps for shadow volume
180 tris = numfacing * 2;
182 for (i = 0;i < numfacing;i++)
184 e = elements + facinglist[i] * 3;
191 for (i = 0;i < numfacing;i++)
193 e = elements + facinglist[i] * 3;
194 // generate vertices if needed
195 for (j = 0;j < 3;j++)
197 if (vertexupdate[e[j]] != vertexupdatenum)
199 vertexupdate[e[j]] = vertexupdatenum;
200 vin = vertices + e[j] * 3;
201 vout = vin + vertexpointeradjust;
202 vout[0] = relativelightorigin[0] + projectdistance * (vin[0] - relativelightorigin[0]);
203 vout[1] = relativelightorigin[1] + projectdistance * (vin[1] - relativelightorigin[1]);
204 vout[2] = relativelightorigin[2] + projectdistance * (vin[2] - relativelightorigin[2]);
207 out[0] = e[2] + numverts;
208 out[1] = e[1] + numverts;
209 out[2] = e[0] + numverts;
212 // output sides around frontfaces
213 for (i = 0;i < numfacing;i++)
215 n = neighbors + facinglist[i] * 3;
217 if (n[0] < 0 || !facing[n[0]])
219 e = elements + facinglist[i] * 3;
222 out[2] = e[0] + numverts;
224 out[4] = e[0] + numverts;
225 out[5] = e[1] + numverts;
229 if (n[1] < 0 || !facing[n[1]])
231 e = elements + facinglist[i] * 3;
234 out[2] = e[1] + numverts;
236 out[4] = e[1] + numverts;
237 out[5] = e[2] + numverts;
241 if (n[2] < 0 || !facing[n[2]])
243 e = elements + facinglist[i] * 3;
246 out[2] = e[2] + numverts;
248 out[4] = e[2] + numverts;
249 out[5] = e[0] + numverts;
257 void R_Shadow_ResizeTriangleFacingLight(int numtris)
259 // make sure trianglefacinglight is big enough for this volume
260 // ameks ru ertaignelaficgnilhg tsib gie ongu hof rhtsiv lomu e
261 // m4k3 5ur3 7r14ng13f4c1n5115h7 15 b15 3n0u5h f0r 7h15 v01um3
262 if (maxtrianglefacinglight < numtris)
264 maxtrianglefacinglight = numtris;
265 if (trianglefacinglight)
266 Mem_Free(trianglefacinglight);
267 if (trianglefacinglightlist)
268 Mem_Free(trianglefacinglightlist);
269 trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight);
270 trianglefacinglightlist = Mem_Alloc(r_shadow_mempool, sizeof(int) * maxtrianglefacinglight);
274 int *R_Shadow_ResizeShadowElements(int numtris)
276 // make sure shadowelements is big enough for this volume
277 if (maxshadowelements < numtris * 24)
279 maxshadowelements = numtris * 24;
281 Mem_Free(shadowelements);
282 shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
284 return shadowelements;
287 float *R_Shadow_VertexBuffer(int numvertices)
289 if (maxshadowvertices < numvertices)
291 maxshadowvertices = numvertices;
293 Mem_Free(shadowvertex3f);
294 shadowvertex3f = Mem_Alloc(r_shadow_mempool, maxshadowvertices * sizeof(float[3]));
296 return shadowvertex3f;
299 void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
302 if (projectdistance < 0.1)
304 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
312 // a triangle facing the light source
315 // a triangle not facing the light source
318 // an extrusion of the frontfaces, beginning at the original geometry and
319 // ending further from the light source than the original geometry
320 // (presumably at least as far as the light's radius, if the light has a
321 // radius at all), capped at both front and back to avoid any problems
324 // draws the shadow volumes of the model.
326 // vertex locations must already be in varray_vertex3f before use.
327 // varray_vertex3f must have capacity for numverts * 2.
329 // make sure trianglefacinglight is big enough for this volume
330 if (maxtrianglefacinglight < numtris)
331 R_Shadow_ResizeTriangleFacingLight(numtris);
333 // make sure shadowelements is big enough for this volume
334 if (maxshadowelements < numtris * 24)
335 R_Shadow_ResizeShadowElements(numtris);
337 // check which triangles are facing the light
338 tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(elements, varray_vertex3f, numtris, trianglefacinglight, trianglefacinglightlist, relativelightorigin);
342 // by clever use of elements we can construct the whole shadow from
343 // the unprojected vertices and the projected vertices
345 // output triangle elements and vertices
346 tris = R_Shadow_BuildShadowVolume(elements, neighbors, numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements, varray_vertex3f, relativelightorigin, projectdistance);
350 if (r_shadowstage == SHADOWSTAGE_STENCIL)
352 // increment stencil if backface is behind depthbuffer
353 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
354 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
355 R_Mesh_Draw(numverts * 2, tris, shadowelements);
357 c_rt_shadowtris += numtris;
358 // decrement stencil if frontface is behind depthbuffer
359 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
360 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
362 R_Mesh_Draw(numverts * 2, tris, shadowelements);
364 c_rt_shadowtris += numtris;
367 void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
370 if (r_shadowstage == SHADOWSTAGE_STENCIL)
372 // increment stencil if backface is behind depthbuffer
373 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
374 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
375 for (mesh = firstmesh;mesh;mesh = mesh->next)
377 R_Mesh_GetSpace(mesh->numverts);
378 R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
379 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
380 c_rtcached_shadowmeshes++;
381 c_rtcached_shadowtris += mesh->numtriangles;
383 // decrement stencil if frontface is behind depthbuffer
384 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
385 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
387 for (mesh = firstmesh;mesh;mesh = mesh->next)
389 R_Mesh_GetSpace(mesh->numverts);
390 R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
391 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
392 c_rtcached_shadowmeshes++;
393 c_rtcached_shadowtris += mesh->numtriangles;
397 float r_shadow_attenpower, r_shadow_attenscale;
398 static void R_Shadow_MakeTextures(void)
400 int x, y, z, d, side;
401 float v[3], s, t, intensity;
403 R_FreeTexturePool(&r_shadow_texturepool);
404 r_shadow_texturepool = R_AllocTexturePool();
405 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
406 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
408 #define ATTEN2DSIZE 64
409 #define ATTEN3DSIZE 32
410 data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)));
415 r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
420 r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
425 r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
426 if (gl_texturecubemap)
428 for (side = 0;side < 6;side++)
430 for (y = 0;y < NORMSIZE;y++)
432 for (x = 0;x < NORMSIZE;x++)
434 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
435 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
469 intensity = 127.0f / sqrt(DotProduct(v, v));
470 data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0];
471 data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1];
472 data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2];
473 data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255;
477 r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
480 r_shadow_normalcubetexture = NULL;
481 for (y = 0;y < ATTEN2DSIZE;y++)
483 for (x = 0;x < ATTEN2DSIZE;x++)
485 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
486 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
488 intensity = 1.0f - sqrt(DotProduct(v, v));
490 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
491 d = bound(0, intensity, 255);
492 data[(y*ATTEN2DSIZE+x)*4+0] = d;
493 data[(y*ATTEN2DSIZE+x)*4+1] = d;
494 data[(y*ATTEN2DSIZE+x)*4+2] = d;
495 data[(y*ATTEN2DSIZE+x)*4+3] = d;
498 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
499 if (r_shadow_texture3d.integer)
501 for (z = 0;z < ATTEN3DSIZE;z++)
503 for (y = 0;y < ATTEN3DSIZE;y++)
505 for (x = 0;x < ATTEN3DSIZE;x++)
507 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
508 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
509 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
510 intensity = 1.0f - sqrt(DotProduct(v, v));
512 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
513 d = bound(0, intensity, 255);
514 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
515 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
516 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
517 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
521 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
526 void R_Shadow_Stage_Begin(void)
530 if (r_shadow_texture3d.integer && !gl_texture3d)
531 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
533 //cl.worldmodel->numlights = min(cl.worldmodel->numlights, 1);
534 if (!r_shadow_attenuation2dtexture
535 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
536 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
537 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
538 R_Shadow_MakeTextures();
540 memset(&m, 0, sizeof(m));
541 m.blendfunc1 = GL_ONE;
542 m.blendfunc2 = GL_ZERO;
544 GL_Color(0, 0, 0, 1);
545 qglDisable(GL_SCISSOR_TEST);
546 r_shadowstage = SHADOWSTAGE_NONE;
548 c_rt_lights = c_rt_clears = c_rt_scissored = 0;
549 c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
550 c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
553 void R_Shadow_LoadWorldLightsIfNeeded(void)
555 if (r_shadow_reloadlights && cl.worldmodel)
557 R_Shadow_ClearWorldLights();
558 r_shadow_reloadlights = false;
559 R_Shadow_LoadWorldLights();
560 if (r_shadow_worldlightchain == NULL)
562 R_Shadow_LoadLightsFile();
563 if (r_shadow_worldlightchain == NULL)
564 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
569 void R_Shadow_Stage_ShadowVolumes(void)
572 memset(&m, 0, sizeof(m));
573 R_Mesh_TextureState(&m);
574 GL_Color(1, 1, 1, 1);
575 qglColorMask(0, 0, 0, 0);
576 qglDisable(GL_BLEND);
578 qglDepthFunc(GL_LESS);
579 qglEnable(GL_STENCIL_TEST);
580 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
581 qglStencilFunc(GL_ALWAYS, 128, 0xFF);
582 qglEnable(GL_CULL_FACE);
583 qglEnable(GL_DEPTH_TEST);
584 r_shadowstage = SHADOWSTAGE_STENCIL;
585 qglClear(GL_STENCIL_BUFFER_BIT);
587 // LordHavoc note: many shadow volumes reside entirely inside the world
588 // (that is to say they are entirely bounded by their lit surfaces),
589 // which can be optimized by handling things as an inverted light volume,
590 // with the shadow boundaries of the world being simulated by an altered
591 // (129) bias to stencil clearing on such lights
592 // FIXME: generate inverted light volumes for use as shadow volumes and
593 // optimize for them as noted above
596 void R_Shadow_Stage_LightWithoutShadows(void)
599 memset(&m, 0, sizeof(m));
600 R_Mesh_TextureState(&m);
601 qglActiveTexture(GL_TEXTURE0_ARB);
604 qglBlendFunc(GL_ONE, GL_ONE);
605 GL_Color(1, 1, 1, 1);
606 qglColorMask(1, 1, 1, 1);
608 qglDepthFunc(GL_EQUAL);
609 qglDisable(GL_STENCIL_TEST);
610 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
611 qglStencilFunc(GL_EQUAL, 128, 0xFF);
612 qglEnable(GL_CULL_FACE);
613 qglEnable(GL_DEPTH_TEST);
614 r_shadowstage = SHADOWSTAGE_LIGHT;
618 void R_Shadow_Stage_LightWithShadows(void)
621 memset(&m, 0, sizeof(m));
622 R_Mesh_TextureState(&m);
623 qglActiveTexture(GL_TEXTURE0_ARB);
626 qglBlendFunc(GL_ONE, GL_ONE);
627 GL_Color(1, 1, 1, 1);
628 qglColorMask(1, 1, 1, 1);
630 qglDepthFunc(GL_EQUAL);
631 qglEnable(GL_STENCIL_TEST);
632 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
633 // only draw light where this geometry was already rendered AND the
634 // stencil is 128 (values other than this mean shadow)
635 qglStencilFunc(GL_EQUAL, 128, 0xFF);
636 qglEnable(GL_CULL_FACE);
637 qglEnable(GL_DEPTH_TEST);
638 r_shadowstage = SHADOWSTAGE_LIGHT;
642 void R_Shadow_Stage_End(void)
645 // attempt to restore state to what Mesh_State thinks it is
646 qglDisable(GL_BLEND);
647 qglBlendFunc(GL_ONE, GL_ZERO);
649 // now restore the rest of the state to normal
650 GL_Color(1, 1, 1, 1);
651 qglColorMask(1, 1, 1, 1);
652 qglDisable(GL_SCISSOR_TEST);
653 qglDepthFunc(GL_LEQUAL);
654 qglDisable(GL_STENCIL_TEST);
655 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
656 qglStencilFunc(GL_ALWAYS, 128, 0xFF);
657 qglEnable(GL_CULL_FACE);
658 qglEnable(GL_DEPTH_TEST);
659 // force mesh state to reset by using various combinations of features
660 memset(&m, 0, sizeof(m));
661 m.blendfunc1 = GL_SRC_ALPHA;
662 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
664 m.blendfunc1 = GL_ONE;
665 m.blendfunc2 = GL_ZERO;
667 r_shadowstage = SHADOWSTAGE_NONE;
671 int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius)
673 int i, ix1, iy1, ix2, iy2;
674 float x1, y1, x2, y2, x, y;
677 if (!r_shadow_scissor.integer)
679 // if view is inside the box, just say yes it's visible
680 if (r_origin[0] >= mins[0] && r_origin[0] <= maxs[0]
681 && r_origin[1] >= mins[1] && r_origin[1] <= maxs[1]
682 && r_origin[2] >= mins[2] && r_origin[2] <= maxs[2])
684 qglDisable(GL_SCISSOR_TEST);
687 VectorSubtract(r_origin, origin, v);
688 if (DotProduct(v, v) < radius * radius)
690 qglDisable(GL_SCISSOR_TEST);
693 // create viewspace bbox
694 for (i = 0;i < 8;i++)
696 v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_origin[0];
697 v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_origin[1];
698 v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_origin[2];
699 v2[0] = DotProduct(v, vright);
700 v2[1] = DotProduct(v, vup);
701 v2[2] = DotProduct(v, vpn);
704 if (smins[0] > v2[0]) smins[0] = v2[0];
705 if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
706 if (smins[1] > v2[1]) smins[1] = v2[1];
707 if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
708 if (smins[2] > v2[2]) smins[2] = v2[2];
709 if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
713 smins[0] = smaxs[0] = v2[0];
714 smins[1] = smaxs[1] = v2[1];
715 smins[2] = smaxs[2] = v2[2];
718 // now we have a bbox in viewspace
719 // clip it to the viewspace version of the sphere
720 v[0] = origin[0] - r_origin[0];
721 v[1] = origin[1] - r_origin[1];
722 v[2] = origin[2] - r_origin[2];
723 v2[0] = DotProduct(v, vright);
724 v2[1] = DotProduct(v, vup);
725 v2[2] = DotProduct(v, vpn);
726 if (smins[0] < v2[0] - radius) smins[0] = v2[0] - radius;
727 if (smaxs[0] < v2[0] - radius) smaxs[0] = v2[0] + radius;
728 if (smins[1] < v2[1] - radius) smins[1] = v2[1] - radius;
729 if (smaxs[1] < v2[1] - radius) smaxs[1] = v2[1] + radius;
730 if (smins[2] < v2[2] - radius) smins[2] = v2[2] - radius;
731 if (smaxs[2] < v2[2] - radius) smaxs[2] = v2[2] + radius;
732 // clip it to the view plane
735 // return true if that culled the box
736 if (smins[2] >= smaxs[2])
738 // ok some of it is infront of the view, transform each corner back to
739 // worldspace and then to screenspace and make screen rect
740 // initialize these variables just to avoid compiler warnings
741 x1 = y1 = x2 = y2 = 0;
742 for (i = 0;i < 8;i++)
744 v2[0] = (i & 1) ? smins[0] : smaxs[0];
745 v2[1] = (i & 2) ? smins[1] : smaxs[1];
746 v2[2] = (i & 4) ? smins[2] : smaxs[2];
747 v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_origin[0];
748 v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_origin[1];
749 v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_origin[2];
751 GL_TransformToScreen(v, v2);
752 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
769 // this code doesn't handle boxes with any points behind view properly
770 x1 = 1000;x2 = -1000;
771 y1 = 1000;y2 = -1000;
772 for (i = 0;i < 8;i++)
774 v[0] = (i & 1) ? mins[0] : maxs[0];
775 v[1] = (i & 2) ? mins[1] : maxs[1];
776 v[2] = (i & 4) ? mins[2] : maxs[2];
778 GL_TransformToScreen(v, v2);
779 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
796 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
797 if (ix1 < r_refdef.x) ix1 = r_refdef.x;
798 if (iy1 < r_refdef.y) iy1 = r_refdef.y;
799 if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width;
800 if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height;
801 if (ix2 <= ix1 || iy2 <= iy1)
803 // set up the scissor rectangle
804 qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
805 qglEnable(GL_SCISSOR_TEST);
811 int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
813 int i, ix1, iy1, ix2, iy2;
814 float x1, y1, x2, y2, x, y, f;
817 if (!r_shadow_scissor.integer)
819 // if view is inside the box, just say yes it's visible
820 // LordHavoc: for some odd reason scissor seems broken without stencil
821 // (?!? seems like a driver bug) so abort if gl_stencil is false
822 if (!gl_stencil || BoxesOverlap(r_origin, r_origin, mins, maxs))
824 qglDisable(GL_SCISSOR_TEST);
827 for (i = 0;i < 3;i++)
840 f = DotProduct(vpn, r_origin) + 1;
841 if (DotProduct(vpn, v2) <= f)
843 // entirely behind nearclip plane
846 if (DotProduct(vpn, v) >= f)
848 // entirely infront of nearclip plane
849 x1 = y1 = x2 = y2 = 0;
850 for (i = 0;i < 8;i++)
852 v[0] = (i & 1) ? mins[0] : maxs[0];
853 v[1] = (i & 2) ? mins[1] : maxs[1];
854 v[2] = (i & 4) ? mins[2] : maxs[2];
856 GL_TransformToScreen(v, v2);
857 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
876 // clipped by nearclip plane
877 // this is nasty and crude...
878 // create viewspace bbox
879 for (i = 0;i < 8;i++)
881 v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_origin[0];
882 v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_origin[1];
883 v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_origin[2];
884 v2[0] = DotProduct(v, vright);
885 v2[1] = DotProduct(v, vup);
886 v2[2] = DotProduct(v, vpn);
889 if (smins[0] > v2[0]) smins[0] = v2[0];
890 if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
891 if (smins[1] > v2[1]) smins[1] = v2[1];
892 if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
893 if (smins[2] > v2[2]) smins[2] = v2[2];
894 if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
898 smins[0] = smaxs[0] = v2[0];
899 smins[1] = smaxs[1] = v2[1];
900 smins[2] = smaxs[2] = v2[2];
903 // now we have a bbox in viewspace
904 // clip it to the view plane
907 // return true if that culled the box
908 if (smins[2] >= smaxs[2])
910 // ok some of it is infront of the view, transform each corner back to
911 // worldspace and then to screenspace and make screen rect
912 // initialize these variables just to avoid compiler warnings
913 x1 = y1 = x2 = y2 = 0;
914 for (i = 0;i < 8;i++)
916 v2[0] = (i & 1) ? smins[0] : smaxs[0];
917 v2[1] = (i & 2) ? smins[1] : smaxs[1];
918 v2[2] = (i & 4) ? smins[2] : smaxs[2];
919 v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_origin[0];
920 v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_origin[1];
921 v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_origin[2];
923 GL_TransformToScreen(v, v2);
924 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
941 // this code doesn't handle boxes with any points behind view properly
942 x1 = 1000;x2 = -1000;
943 y1 = 1000;y2 = -1000;
944 for (i = 0;i < 8;i++)
946 v[0] = (i & 1) ? mins[0] : maxs[0];
947 v[1] = (i & 2) ? mins[1] : maxs[1];
948 v[2] = (i & 4) ? mins[2] : maxs[2];
950 GL_TransformToScreen(v, v2);
951 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
969 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
970 if (ix1 < r_refdef.x) ix1 = r_refdef.x;
971 if (iy1 < r_refdef.y) iy1 = r_refdef.y;
972 if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width;
973 if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height;
974 if (ix2 <= ix1 || iy2 <= iy1)
976 // set up the scissor rectangle
977 qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
978 qglEnable(GL_SCISSOR_TEST);
983 void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
985 float *color4f = varray_color4f;
986 float dist, dot, intensity, v[3], n[3];
987 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
989 Matrix4x4_Transform(m, vertex3f, v);
990 if ((dist = DotProduct(v, v)) < 1)
992 Matrix4x4_Transform3x3(m, normal3f, n);
993 if ((dot = DotProduct(n, v)) > 0)
996 intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
997 VectorScale(lightcolor, intensity, color4f);
1002 VectorClear(color4f);
1008 VectorClear(color4f);
1014 void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
1016 float *color4f = varray_color4f;
1017 float dist, dot, intensity, v[3], n[3];
1018 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1020 Matrix4x4_Transform(m, vertex3f, v);
1021 if ((dist = fabs(v[2])) < 1)
1023 Matrix4x4_Transform3x3(m, normal3f, n);
1024 if ((dot = DotProduct(n, v)) > 0)
1026 intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
1027 VectorScale(lightcolor, intensity, color4f);
1032 VectorClear(color4f);
1038 VectorClear(color4f);
1044 // FIXME: this should be done in a vertex program when possible
1045 // FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE
1046 void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1050 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1051 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1052 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1059 void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1063 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1064 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1071 void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1075 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1077 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1078 // the cubemap normalizes this for us
1079 out3f[0] = DotProduct(svector3f, lightdir);
1080 out3f[1] = DotProduct(tvector3f, lightdir);
1081 out3f[2] = DotProduct(normal3f, lightdir);
1085 void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1088 float lightdir[3], eyedir[3], halfdir[3];
1089 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1091 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1092 VectorNormalizeFast(lightdir);
1093 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1094 VectorNormalizeFast(eyedir);
1095 VectorAdd(lightdir, eyedir, halfdir);
1096 // the cubemap normalizes this for us
1097 out3f[0] = DotProduct(svector3f, halfdir);
1098 out3f[1] = DotProduct(tvector3f, halfdir);
1099 out3f[2] = DotProduct(normal3f, halfdir);
1103 void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
1106 float color[3], color2[3];
1108 memset(&m, 0, sizeof(m));
1109 if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
1112 bumptexture = r_shadow_blankbumptexture;
1113 // colorscale accounts for how much we multiply the brightness during combine
1114 // mult is how many times the final pass of the lighting will be
1115 // performed to get more brightness than otherwise possible
1116 // limit mult to 64 for sanity sake
1117 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1119 // 3/2 3D combine path (Geforce3, Radeon 8500)
1120 m.tex[0] = R_GetTexture(bumptexture);
1121 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1122 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1123 m.texcombinergb[0] = GL_REPLACE;
1124 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1125 R_Mesh_TextureState(&m);
1126 qglColorMask(0,0,0,1);
1127 qglDisable(GL_BLEND);
1129 R_Mesh_GetSpace(numverts);
1130 R_Mesh_CopyVertex3f(vertex3f, numverts);
1131 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1132 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1133 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
1134 R_Mesh_Draw(numverts, numtriangles, elements);
1136 c_rt_lighttris += numtriangles;
1138 m.tex[0] = R_GetTexture(basetexture);
1140 m.texcubemap[1] = R_GetTexture(lightcubemap);
1142 m.texcombinergb[0] = GL_MODULATE;
1143 m.texcombinergb[1] = GL_MODULATE;
1144 R_Mesh_TextureState(&m);
1145 qglColorMask(1,1,1,0);
1146 qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1147 qglEnable(GL_BLEND);
1149 VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
1150 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1152 color[0] = bound(0, color2[0], 1);
1153 color[1] = bound(0, color2[1], 1);
1154 color[2] = bound(0, color2[2], 1);
1155 GL_Color(color[0], color[1], color[2], 1);
1156 R_Mesh_GetSpace(numverts);
1157 R_Mesh_CopyVertex3f(vertex3f, numverts);
1158 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1160 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
1161 R_Mesh_Draw(numverts, numtriangles, elements);
1163 c_rt_lighttris += numtriangles;
1166 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
1168 // 1/2/2 3D combine path (original Radeon)
1169 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1170 R_Mesh_TextureState(&m);
1171 qglColorMask(0,0,0,1);
1172 qglDisable(GL_BLEND);
1174 R_Mesh_GetSpace(numverts);
1175 R_Mesh_CopyVertex3f(vertex3f, numverts);
1176 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1177 R_Mesh_Draw(numverts, numtriangles, elements);
1179 c_rt_lighttris += numtriangles;
1181 m.tex[0] = R_GetTexture(bumptexture);
1183 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1184 m.texcombinergb[0] = GL_REPLACE;
1185 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1186 R_Mesh_TextureState(&m);
1187 qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
1188 qglEnable(GL_BLEND);
1189 R_Mesh_GetSpace(numverts);
1190 R_Mesh_CopyVertex3f(vertex3f, numverts);
1191 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1192 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1193 R_Mesh_Draw(numverts, numtriangles, elements);
1195 c_rt_lighttris += numtriangles;
1197 m.tex[0] = R_GetTexture(basetexture);
1198 m.texcubemap[1] = R_GetTexture(lightcubemap);
1199 m.texcombinergb[0] = GL_MODULATE;
1200 m.texcombinergb[1] = GL_MODULATE;
1201 R_Mesh_TextureState(&m);
1202 qglColorMask(1,1,1,0);
1203 qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1205 VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
1206 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1208 color[0] = bound(0, color2[0], 1);
1209 color[1] = bound(0, color2[1], 1);
1210 color[2] = bound(0, color2[2], 1);
1211 GL_Color(color[0], color[1], color[2], 1);
1212 R_Mesh_GetSpace(numverts);
1213 R_Mesh_CopyVertex3f(vertex3f, numverts);
1214 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1216 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
1217 R_Mesh_Draw(numverts, numtriangles, elements);
1219 c_rt_lighttris += numtriangles;
1222 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
1224 // 2/2 3D combine path (original Radeon)
1225 m.tex[0] = R_GetTexture(bumptexture);
1226 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1227 m.texcombinergb[0] = GL_REPLACE;
1228 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1229 R_Mesh_TextureState(&m);
1231 qglColorMask(0,0,0,1);
1232 qglDisable(GL_BLEND);
1233 R_Mesh_GetSpace(numverts);
1234 R_Mesh_CopyVertex3f(vertex3f, numverts);
1235 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1236 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1237 R_Mesh_Draw(numverts, numtriangles, elements);
1239 c_rt_lighttris += numtriangles;
1241 m.tex[0] = R_GetTexture(basetexture);
1242 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1243 m.texcubemap[1] = 0;
1244 m.texcombinergb[0] = GL_MODULATE;
1245 m.texcombinergb[1] = GL_MODULATE;
1246 R_Mesh_TextureState(&m);
1247 qglColorMask(1,1,1,0);
1248 qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1249 qglEnable(GL_BLEND);
1251 VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
1252 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1254 color[0] = bound(0, color2[0], 1);
1255 color[1] = bound(0, color2[1], 1);
1256 color[2] = bound(0, color2[2], 1);
1257 GL_Color(color[0], color[1], color[2], 1);
1258 R_Mesh_GetSpace(numverts);
1259 R_Mesh_CopyVertex3f(vertex3f, numverts);
1260 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1261 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
1262 R_Mesh_Draw(numverts, numtriangles, elements);
1264 c_rt_lighttris += numtriangles;
1267 else if (r_textureunits.integer >= 4)
1269 // 4/2 2D combine path (Geforce3, Radeon 8500)
1270 m.tex[0] = R_GetTexture(bumptexture);
1271 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1272 m.texcombinergb[0] = GL_REPLACE;
1273 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1274 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1275 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1276 R_Mesh_TextureState(&m);
1277 qglColorMask(0,0,0,1);
1278 qglDisable(GL_BLEND);
1280 R_Mesh_GetSpace(numverts);
1281 R_Mesh_CopyVertex3f(vertex3f, numverts);
1282 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1283 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1284 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
1285 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
1286 R_Mesh_Draw(numverts, numtriangles, elements);
1288 c_rt_lighttris += numtriangles;
1290 m.tex[0] = R_GetTexture(basetexture);
1291 m.texcubemap[1] = R_GetTexture(lightcubemap);
1292 m.texcombinergb[0] = GL_MODULATE;
1293 m.texcombinergb[1] = GL_MODULATE;
1296 R_Mesh_TextureState(&m);
1297 qglColorMask(1,1,1,0);
1298 qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1299 qglEnable(GL_BLEND);
1301 VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
1302 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1304 color[0] = bound(0, color2[0], 1);
1305 color[1] = bound(0, color2[1], 1);
1306 color[2] = bound(0, color2[2], 1);
1307 GL_Color(color[0], color[1], color[2], 1);
1308 R_Mesh_GetSpace(numverts);
1309 R_Mesh_CopyVertex3f(vertex3f, numverts);
1310 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1312 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
1313 R_Mesh_Draw(numverts, numtriangles, elements);
1315 c_rt_lighttris += numtriangles;
1320 // 2/2/2 2D combine path (any dot3 card)
1321 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1322 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1323 R_Mesh_TextureState(&m);
1324 qglColorMask(0,0,0,1);
1325 qglDisable(GL_BLEND);
1327 R_Mesh_GetSpace(numverts);
1328 R_Mesh_CopyVertex3f(vertex3f, numverts);
1329 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1330 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
1331 R_Mesh_Draw(numverts, numtriangles, elements);
1333 c_rt_lighttris += numtriangles;
1335 m.tex[0] = R_GetTexture(bumptexture);
1337 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1338 m.texcombinergb[0] = GL_REPLACE;
1339 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1340 R_Mesh_TextureState(&m);
1341 qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
1342 qglEnable(GL_BLEND);
1343 R_Mesh_GetSpace(numverts);
1344 R_Mesh_CopyVertex3f(vertex3f, numverts);
1345 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1346 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1347 R_Mesh_Draw(numverts, numtriangles, elements);
1349 c_rt_lighttris += numtriangles;
1351 m.tex[0] = R_GetTexture(basetexture);
1352 m.texcubemap[1] = R_GetTexture(lightcubemap);
1353 m.texcombinergb[0] = GL_MODULATE;
1354 m.texcombinergb[1] = GL_MODULATE;
1355 R_Mesh_TextureState(&m);
1356 qglColorMask(1,1,1,0);
1357 qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1359 VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
1360 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1362 color[0] = bound(0, color2[0], 1);
1363 color[1] = bound(0, color2[1], 1);
1364 color[2] = bound(0, color2[2], 1);
1365 GL_Color(color[0], color[1], color[2], 1);
1366 R_Mesh_GetSpace(numverts);
1367 R_Mesh_CopyVertex3f(vertex3f, numverts);
1368 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1370 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
1371 R_Mesh_Draw(numverts, numtriangles, elements);
1373 c_rt_lighttris += numtriangles;
1379 if (r_textureunits.integer >= 2)
1383 m.tex[0] = R_GetTexture(basetexture);
1384 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1385 R_Mesh_TextureState(&m);
1386 qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
1387 qglEnable(GL_BLEND);
1389 m.tex[0] = R_GetTexture(basetexture);
1390 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1391 m.blendfunc1 = GL_SRC_ALPHA;
1392 m.blendfunc2 = GL_ONE;
1395 VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
1396 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1398 color[0] = bound(0, color2[0], 1);
1399 color[1] = bound(0, color2[1], 1);
1400 color[2] = bound(0, color2[2], 1);
1402 R_Mesh_GetSpace(numverts);
1403 R_Mesh_CopyVertex3f(vertex3f, numverts);
1404 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1405 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
1406 R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
1407 R_Mesh_Draw(numverts, numtriangles, elements);
1414 m.tex[0] = R_GetTexture(basetexture);
1415 R_Mesh_TextureState(&m);
1416 qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
1417 qglEnable(GL_BLEND);
1419 m.tex[0] = R_GetTexture(basetexture);
1420 m.blendfunc1 = GL_SRC_ALPHA;
1421 m.blendfunc2 = GL_ONE;
1424 VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
1425 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1427 color[0] = bound(0, color2[0], 1);
1428 color[1] = bound(0, color2[1], 1);
1429 color[2] = bound(0, color2[2], 1);
1431 R_Mesh_GetSpace(numverts);
1432 R_Mesh_CopyVertex3f(vertex3f, numverts);
1433 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1434 R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
1435 R_Mesh_Draw(numverts, numtriangles, elements);
1441 void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
1444 float color[3], color2[3];
1446 if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil)
1448 memset(&m, 0, sizeof(m));
1450 bumptexture = r_shadow_blankbumptexture;
1452 glosstexture = r_shadow_blankglosstexture;
1453 if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
1455 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
1457 // 2/0/0/1/2 3D combine blendsquare path
1458 m.tex[0] = R_GetTexture(bumptexture);
1459 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1460 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1461 R_Mesh_TextureState(&m);
1462 qglColorMask(0,0,0,1);
1463 // this squares the result
1464 qglEnable(GL_BLEND);
1465 qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
1467 R_Mesh_GetSpace(numverts);
1468 R_Mesh_CopyVertex3f(vertex3f, numverts);
1469 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1470 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
1471 R_Mesh_Draw(numverts, numtriangles, elements);
1473 c_rt_lighttris += numtriangles;
1476 m.texcubemap[1] = 0;
1477 m.texcombinergb[1] = GL_MODULATE;
1478 R_Mesh_TextureState(&m);
1479 // square alpha in framebuffer a few times to make it shiny
1480 qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
1481 // these comments are a test run through this math for intensity 0.5
1482 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1483 // 0.25 * 0.25 = 0.0625 (this is another pass)
1484 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1485 for (renders = 0;renders < 2;renders++)
1487 R_Mesh_GetSpace(numverts);
1488 R_Mesh_CopyVertex3f(vertex3f, numverts);
1489 R_Mesh_Draw(numverts, numtriangles, elements);
1491 c_rt_lightmeshes += 3;
1492 c_rt_lighttris += numtriangles * 3;
1494 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1495 R_Mesh_TextureState(&m);
1496 qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
1497 R_Mesh_GetSpace(numverts);
1498 R_Mesh_CopyVertex3f(vertex3f, numverts);
1499 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1500 R_Mesh_Draw(numverts, numtriangles, elements);
1502 c_rt_lighttris += numtriangles;
1505 m.tex[0] = R_GetTexture(glosstexture);
1506 m.texcubemap[1] = R_GetTexture(lightcubemap);
1507 R_Mesh_TextureState(&m);
1508 qglColorMask(1,1,1,0);
1509 qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1511 VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
1512 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1514 color[0] = bound(0, color2[0], 1);
1515 color[1] = bound(0, color2[1], 1);
1516 color[2] = bound(0, color2[2], 1);
1517 GL_Color(color[0], color[1], color[2], 1);
1518 R_Mesh_GetSpace(numverts);
1519 R_Mesh_CopyVertex3f(vertex3f, numverts);
1520 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1522 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
1523 R_Mesh_Draw(numverts, numtriangles, elements);
1525 c_rt_lighttris += numtriangles;
1528 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
1530 // 2/0/0/2 3D combine blendsquare path
1531 m.tex[0] = R_GetTexture(bumptexture);
1532 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1533 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1534 R_Mesh_TextureState(&m);
1535 qglColorMask(0,0,0,1);
1536 // this squares the result
1537 qglEnable(GL_BLEND);
1538 qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
1540 R_Mesh_GetSpace(numverts);
1541 R_Mesh_CopyVertex3f(vertex3f, numverts);
1542 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1543 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
1544 R_Mesh_Draw(numverts, numtriangles, elements);
1546 c_rt_lighttris += numtriangles;
1549 m.texcubemap[1] = 0;
1550 m.texcombinergb[1] = GL_MODULATE;
1551 R_Mesh_TextureState(&m);
1552 // square alpha in framebuffer a few times to make it shiny
1553 qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
1554 // these comments are a test run through this math for intensity 0.5
1555 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1556 // 0.25 * 0.25 = 0.0625 (this is another pass)
1557 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1558 for (renders = 0;renders < 2;renders++)
1560 R_Mesh_GetSpace(numverts);
1561 R_Mesh_CopyVertex3f(vertex3f, numverts);
1562 R_Mesh_Draw(numverts, numtriangles, elements);
1564 c_rt_lightmeshes += 3;
1565 c_rt_lighttris += numtriangles * 3;
1567 R_Mesh_CopyVertex3f(vertex3f, numverts);
1568 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1569 m.tex[0] = R_GetTexture(glosstexture);
1570 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1571 R_Mesh_TextureState(&m);
1572 qglColorMask(1,1,1,0);
1573 qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1575 c_rt_lighttris += numtriangles;
1577 VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
1578 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1580 color[0] = bound(0, color2[0], 1);
1581 color[1] = bound(0, color2[1], 1);
1582 color[2] = bound(0, color2[2], 1);
1583 GL_Color(color[0], color[1], color[2], 1);
1584 R_Mesh_GetSpace(numverts);
1585 R_Mesh_CopyVertex3f(vertex3f, numverts);
1586 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1587 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
1588 R_Mesh_Draw(numverts, numtriangles, elements);
1590 c_rt_lighttris += numtriangles;
1593 else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
1595 // 2/0/0/2/2 2D combine blendsquare path
1596 m.tex[0] = R_GetTexture(bumptexture);
1597 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1598 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1599 R_Mesh_TextureState(&m);
1600 qglColorMask(0,0,0,1);
1601 // this squares the result
1602 qglEnable(GL_BLEND);
1603 qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
1605 R_Mesh_GetSpace(numverts);
1606 R_Mesh_CopyVertex3f(vertex3f, numverts);
1607 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1608 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
1609 R_Mesh_Draw(numverts, numtriangles, elements);
1611 c_rt_lighttris += numtriangles;
1614 m.texcubemap[1] = 0;
1615 m.texcombinergb[1] = GL_MODULATE;
1616 R_Mesh_TextureState(&m);
1617 // square alpha in framebuffer a few times to make it shiny
1618 qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
1619 // these comments are a test run through this math for intensity 0.5
1620 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1621 // 0.25 * 0.25 = 0.0625 (this is another pass)
1622 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1623 for (renders = 0;renders < 2;renders++)
1625 R_Mesh_GetSpace(numverts);
1626 R_Mesh_CopyVertex3f(vertex3f, numverts);
1627 R_Mesh_Draw(numverts, numtriangles, elements);
1629 c_rt_lightmeshes += 3;
1630 c_rt_lighttris += numtriangles * 3;
1632 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1633 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1634 R_Mesh_TextureState(&m);
1635 qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
1636 R_Mesh_GetSpace(numverts);
1637 R_Mesh_CopyVertex3f(vertex3f, numverts);
1638 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1639 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
1640 R_Mesh_Draw(numverts, numtriangles, elements);
1642 c_rt_lighttris += numtriangles;
1644 m.tex[0] = R_GetTexture(glosstexture);
1645 m.texcubemap[1] = R_GetTexture(lightcubemap);
1646 R_Mesh_TextureState(&m);
1647 qglColorMask(1,1,1,0);
1648 qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1650 VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
1651 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1653 color[0] = bound(0, color2[0], 1);
1654 color[1] = bound(0, color2[1], 1);
1655 color[2] = bound(0, color2[2], 1);
1656 GL_Color(color[0], color[1], color[2], 1);
1657 R_Mesh_GetSpace(numverts);
1658 R_Mesh_CopyVertex3f(vertex3f, numverts);
1659 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1661 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
1662 R_Mesh_Draw(numverts, numtriangles, elements);
1664 c_rt_lighttris += numtriangles;
1670 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light)
1672 R_Mesh_Matrix(matrix);
1673 R_Shadow_RenderShadowMeshVolume(light->shadowvolume);
1676 cvar_t r_editlights = {0, "r_editlights", "0"};
1677 cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
1678 cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
1679 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
1680 cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
1681 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
1682 cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
1683 cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
1684 worldlight_t *r_shadow_worldlightchain;
1685 worldlight_t *r_shadow_selectedlight;
1686 vec3_t r_editlights_cursorlocation;
1688 static int castshadowcount = 1;
1689 void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname, int castshadow)
1691 int i, j, k, l, maxverts = 256, *mark, tris;
1692 float *vertex3f = NULL;
1694 shadowmesh_t *mesh, *castmesh;
1698 surfmesh_t *surfmesh;
1700 if (radius < 15 || DotProduct(color, color) < 0.03)
1702 Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
1706 e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t));
1707 VectorCopy(origin, e->origin);
1708 VectorCopy(color, e->light);
1709 e->lightradius = radius;
1711 if (e->style < 0 || e->style >= MAX_LIGHTSTYLES)
1713 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", e->style, MAX_LIGHTSTYLES);
1716 e->castshadows = castshadow;
1718 e->cullradius = e->lightradius;
1719 for (k = 0;k < 3;k++)
1721 e->mins[k] = e->origin[k] - e->lightradius;
1722 e->maxs[k] = e->origin[k] + e->lightradius;
1725 e->next = r_shadow_worldlightchain;
1726 r_shadow_worldlightchain = e;
1727 if (cubemapname && cubemapname[0])
1729 e->cubemapname = Mem_Alloc(r_shadow_mempool, strlen(cubemapname) + 1);
1730 strcpy(e->cubemapname, cubemapname);
1731 // FIXME: add cubemap loading (and don't load a cubemap twice)
1736 i = Mod_PointContents(e->origin, cl.worldmodel);
1737 if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
1740 qbyte *bytesurfacepvs;
1742 byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->numleafs + 1);
1743 bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->numsurfaces);
1745 Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin));
1747 for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
1748 if (byteleafpvs[i+1] && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
1749 leaf->worldnodeframe = castshadowcount;
1751 for (i = 0, surf = cl.worldmodel->surfaces;i < cl.worldmodel->numsurfaces;i++, surf++)
1752 if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
1753 surf->castshadow = castshadowcount;
1755 Mem_Free(byteleafpvs);
1756 Mem_Free(bytesurfacepvs);
1760 leaf = Mod_PointInLeaf(origin, cl.worldmodel);
1761 pvs = Mod_LeafPVS(leaf, cl.worldmodel);
1762 for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
1764 if (pvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
1766 leaf->worldnodeframe = castshadowcount;
1767 for (j = 0, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++)
1769 surf = cl.worldmodel->surfaces + *mark;
1770 if (surf->castshadow != castshadowcount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
1771 surf->castshadow = castshadowcount;
1778 for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
1779 if (leaf->worldnodeframe == castshadowcount)
1782 for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
1783 if (surf->castshadow == castshadowcount)
1787 e->leafs = Mem_Alloc(r_shadow_mempool, e->numleafs * sizeof(mleaf_t *));
1789 e->surfaces = Mem_Alloc(r_shadow_mempool, e->numsurfaces * sizeof(msurface_t *));
1791 for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
1792 if (leaf->worldnodeframe == castshadowcount)
1793 e->leafs[e->numleafs++] = leaf;
1795 for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
1796 if (surf->castshadow == castshadowcount)
1797 e->surfaces[e->numsurfaces++] = surf;
1799 // find bounding box of lit leafs
1800 VectorCopy(e->origin, e->mins);
1801 VectorCopy(e->origin, e->maxs);
1802 for (j = 0;j < e->numleafs;j++)
1805 for (k = 0;k < 3;k++)
1807 if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
1808 if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
1812 for (k = 0;k < 3;k++)
1814 if (e->mins[k] < e->origin[k] - e->lightradius) e->mins[k] = e->origin[k] - e->lightradius;
1815 if (e->maxs[k] > e->origin[k] + e->lightradius) e->maxs[k] = e->origin[k] + e->lightradius;
1817 e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
1822 for (j = 0;j < e->numsurfaces;j++)
1824 surf = e->surfaces[j];
1825 if (surf->flags & SURF_SHADOWCAST)
1827 surf->castshadow = castshadowcount;
1828 if (maxverts < surf->poly_numverts)
1829 maxverts = surf->poly_numverts;
1832 e->shadowvolume = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
1833 // make a mesh to cast a shadow volume from
1834 castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
1835 for (j = 0;j < e->numsurfaces;j++)
1836 if (e->surfaces[j]->castshadow == castshadowcount)
1837 for (surfmesh = e->surfaces[j]->mesh;surfmesh;surfmesh = surfmesh->chain)
1838 Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->numverts, surfmesh->vertex3f, surfmesh->numtriangles, surfmesh->element3i);
1839 castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh);
1841 // cast shadow volume from castmesh
1842 for (mesh = castmesh;mesh;mesh = mesh->next)
1844 R_Shadow_ResizeTriangleFacingLight(castmesh->numtriangles);
1845 R_Shadow_ResizeShadowElements(castmesh->numtriangles);
1847 if (maxverts < castmesh->numverts * 2)
1849 maxverts = castmesh->numverts * 2;
1854 if (vertex3f == NULL && maxverts > 0)
1855 vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
1857 // now that we have the buffers big enough, construct shadow volume mesh
1858 memcpy(vertex3f, castmesh->vertex3f, castmesh->numverts * sizeof(float[3]));
1859 tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(castmesh->element3i, vertex3f, castmesh->numtriangles, trianglefacinglight, trianglefacinglightlist, e->origin);
1860 tris = R_Shadow_BuildShadowVolume(castmesh->element3i, castmesh->neighbor3i, castmesh->numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value);
1861 // add the constructed shadow volume mesh
1862 Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, castmesh->numverts, vertex3f, tris, shadowelements);
1867 // we're done with castmesh now
1868 Mod_ShadowMesh_Free(castmesh);
1869 e->shadowvolume = Mod_ShadowMesh_Finish(r_shadow_mempool, e->shadowvolume);
1870 for (l = 0, mesh = e->shadowvolume;mesh;mesh = mesh->next)
1871 l += mesh->numtriangles;
1872 Con_Printf("static shadow volume built containing %i triangles\n", l);
1875 Con_Printf("%f %f %f, %f %f %f, %f, %f, %d, %d\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], e->cullradius, e->lightradius, e->numleafs, e->numsurfaces);
1878 void R_Shadow_FreeWorldLight(worldlight_t *light)
1880 worldlight_t **lightpointer;
1881 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
1882 if (*lightpointer != light)
1883 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
1884 *lightpointer = light->next;
1885 if (light->cubemapname)
1886 Mem_Free(light->cubemapname);
1887 if (light->shadowvolume)
1888 Mod_ShadowMesh_Free(light->shadowvolume);
1889 if (light->surfaces)
1890 Mem_Free(light->surfaces);
1892 Mem_Free(light->leafs);
1896 void R_Shadow_ClearWorldLights(void)
1898 while (r_shadow_worldlightchain)
1899 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
1900 r_shadow_selectedlight = NULL;
1903 void R_Shadow_SelectLight(worldlight_t *light)
1905 if (r_shadow_selectedlight)
1906 r_shadow_selectedlight->selected = false;
1907 r_shadow_selectedlight = light;
1908 if (r_shadow_selectedlight)
1909 r_shadow_selectedlight->selected = true;
1913 void R_DrawLightSprite(int texnum, const vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
1920 VectorSubtract(origin, r_origin, diff);
1921 ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
1924 memset(&m, 0, sizeof(m));
1925 m.blendfunc1 = GL_SRC_ALPHA;
1926 m.blendfunc2 = GL_ONE;
1928 R_Mesh_Matrix(&r_identitymatrix);
1931 GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
1932 R_DrawSpriteMesh(origin, vright, vup, scale, -scale, -scale, scale);
1935 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
1938 pic = Draw_CachePic("gfx/crosshair1.tga");
1940 R_DrawLightSprite(R_GetTexture(pic->tex), r_editlights_cursorlocation, r_editlights_cursorgrid.value * 0.5f, 1, 1, 1, 0.5);
1943 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
1946 const worldlight_t *light;
1949 if (light->selected)
1950 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
1951 if (light->shadowvolume)
1952 R_DrawLightSprite(calldata2, light->origin, 8, intensity, intensity, intensity, 0.5);
1954 R_DrawLightSprite(calldata2, light->origin, 8, intensity * 0.5, intensity * 0.5, intensity * 0.5, 0.5);
1957 void R_Shadow_DrawLightSprites(void)
1961 worldlight_t *light;
1963 for (i = 0;i < 5;i++)
1965 pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1));
1967 texnums[i] = R_GetTexture(pic->tex);
1972 for (light = r_shadow_worldlightchain;light;light = light->next)
1973 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, texnums[((int) light) % 5]);
1974 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
1977 void R_Shadow_SelectLightInView(void)
1979 float bestrating, rating, temp[3];
1980 worldlight_t *best, *light;
1983 for (light = r_shadow_worldlightchain;light;light = light->next)
1985 VectorSubtract(light->origin, r_refdef.vieworg, temp);
1986 rating = (DotProduct(temp, vpn) / sqrt(DotProduct(temp, temp)));
1989 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
1990 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, 0, true, NULL) == 1.0f)
1992 bestrating = rating;
1997 R_Shadow_SelectLight(best);
2000 void R_Shadow_LoadWorldLights(void)
2002 int n, a, style, shadow;
2003 char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
2004 float origin[3], radius, color[3];
2005 if (cl.worldmodel == NULL)
2007 Con_Printf("No map loaded.\n");
2010 FS_StripExtension(cl.worldmodel->name, name);
2011 strcat(name, ".rtlights");
2012 lightsstring = FS_LoadFile(name, false);
2020 while (*s && *s != '\n')
2026 // check for modifier flags
2032 a = sscanf(t, "%f %f %f %f %f %f %f %d %s", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname);
2038 Con_Printf("found %d parameters on line %i, should be 8 or 9 parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style cubemapname)\n", a, n + 1);
2041 VectorScale(color, r_editlights_rtlightscolorscale.value, color);
2042 radius *= r_editlights_rtlightssizescale.value;
2043 R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadow);
2048 Con_Printf("invalid rtlights file \"%s\"\n", name);
2049 Mem_Free(lightsstring);
2053 void R_Shadow_SaveWorldLights(void)
2055 worldlight_t *light;
2056 int bufchars, bufmaxchars;
2058 char name[MAX_QPATH];
2060 if (!r_shadow_worldlightchain)
2062 if (cl.worldmodel == NULL)
2064 Con_Printf("No map loaded.\n");
2067 FS_StripExtension(cl.worldmodel->name, name);
2068 strcat(name, ".rtlights");
2069 bufchars = bufmaxchars = 0;
2071 for (light = r_shadow_worldlightchain;light;light = light->next)
2073 sprintf(line, "%s%g %g %g %g %g %g %g %d %s\n", light->castshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
2074 if (bufchars + strlen(line) > bufmaxchars)
2076 bufmaxchars = bufchars + strlen(line) + 2048;
2078 buf = Mem_Alloc(r_shadow_mempool, bufmaxchars);
2082 memcpy(buf, oldbuf, bufchars);
2088 memcpy(buf + bufchars, line, strlen(line));
2089 bufchars += strlen(line);
2093 FS_WriteFile(name, buf, bufchars);
2098 void R_Shadow_LoadLightsFile(void)
2101 char name[MAX_QPATH], *lightsstring, *s, *t;
2102 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
2103 if (cl.worldmodel == NULL)
2105 Con_Printf("No map loaded.\n");
2108 FS_StripExtension(cl.worldmodel->name, name);
2109 strcat(name, ".lights");
2110 lightsstring = FS_LoadFile(name, false);
2118 while (*s && *s != '\n')
2123 a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style);
2127 Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1);
2130 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
2131 radius = bound(15, radius, 4096);
2132 VectorScale(color, (2.0f / (8388608.0f)), color);
2133 R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
2138 Con_Printf("invalid lights file \"%s\"\n", name);
2139 Mem_Free(lightsstring);
2143 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
2145 int entnum, style, islight;
2146 char key[256], value[1024];
2147 float origin[3], radius, color[3], light, scale, originhack[3], overridecolor[3];
2150 if (cl.worldmodel == NULL)
2152 Con_Printf("No map loaded.\n");
2155 data = cl.worldmodel->entities;
2158 for (entnum = 0;COM_ParseToken(&data) && com_token[0] == '{';entnum++)
2161 origin[0] = origin[1] = origin[2] = 0;
2162 originhack[0] = originhack[1] = originhack[2] = 0;
2163 color[0] = color[1] = color[2] = 1;
2164 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
2170 if (!COM_ParseToken(&data))
2172 if (com_token[0] == '}')
2173 break; // end of entity
2174 if (com_token[0] == '_')
2175 strcpy(key, com_token + 1);
2177 strcpy(key, com_token);
2178 while (key[strlen(key)-1] == ' ') // remove trailing spaces
2179 key[strlen(key)-1] = 0;
2180 if (!COM_ParseToken(&data))
2182 strcpy(value, com_token);
2184 // now that we have the key pair worked out...
2185 if (!strcmp("light", key))
2186 light = atof(value);
2187 else if (!strcmp("origin", key))
2188 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
2189 else if (!strcmp("color", key))
2190 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
2191 else if (!strcmp("wait", key))
2192 scale = atof(value);
2193 else if (!strcmp("classname", key))
2195 if (!strncmp(value, "light", 5))
2198 if (!strcmp(value, "light_fluoro"))
2203 overridecolor[0] = 1;
2204 overridecolor[1] = 1;
2205 overridecolor[2] = 1;
2207 if (!strcmp(value, "light_fluorospark"))
2212 overridecolor[0] = 1;
2213 overridecolor[1] = 1;
2214 overridecolor[2] = 1;
2216 if (!strcmp(value, "light_globe"))
2221 overridecolor[0] = 1;
2222 overridecolor[1] = 0.8;
2223 overridecolor[2] = 0.4;
2225 if (!strcmp(value, "light_flame_large_yellow"))
2230 overridecolor[0] = 1;
2231 overridecolor[1] = 0.5;
2232 overridecolor[2] = 0.1;
2234 if (!strcmp(value, "light_flame_small_yellow"))
2239 overridecolor[0] = 1;
2240 overridecolor[1] = 0.5;
2241 overridecolor[2] = 0.1;
2243 if (!strcmp(value, "light_torch_small_white"))
2248 overridecolor[0] = 1;
2249 overridecolor[1] = 0.5;
2250 overridecolor[2] = 0.1;
2252 if (!strcmp(value, "light_torch_small_walltorch"))
2257 overridecolor[0] = 1;
2258 overridecolor[1] = 0.5;
2259 overridecolor[2] = 0.1;
2263 else if (!strcmp("style", key))
2264 style = atoi(value);
2266 if (light <= 0 && islight)
2268 radius = min(light * r_editlights_quakelightsizescale.value / scale, 1048576);
2269 light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
2270 if (color[0] == 1 && color[1] == 1 && color[2] == 1)
2271 VectorCopy(overridecolor, color);
2272 VectorScale(color, light, color);
2273 VectorAdd(origin, originhack, origin);
2275 R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
2280 void R_Shadow_SetCursorLocationForView(void)
2282 vec_t dist, push, frac;
2283 vec3_t dest, endpos, normal;
2284 VectorMA(r_refdef.vieworg, r_editlights_cursordistance.value, vpn, dest);
2285 frac = CL_TraceLine(r_refdef.vieworg, dest, endpos, normal, 0, true, NULL);
2288 dist = frac * r_editlights_cursordistance.value;
2289 push = r_editlights_cursorpushback.value;
2293 VectorMA(endpos, push, vpn, endpos);
2294 VectorMA(endpos, r_editlights_cursorpushoff.value, normal, endpos);
2296 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
2297 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
2298 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
2301 void R_Shadow_UpdateWorldLightSelection(void)
2303 R_Shadow_SetCursorLocationForView();
2304 if (r_editlights.integer)
2306 R_Shadow_SelectLightInView();
2307 R_Shadow_DrawLightSprites();
2310 R_Shadow_SelectLight(NULL);
2313 void R_Shadow_EditLights_Clear_f(void)
2315 R_Shadow_ClearWorldLights();
2318 void R_Shadow_EditLights_Reload_f(void)
2320 r_shadow_reloadlights = true;
2323 void R_Shadow_EditLights_Save_f(void)
2326 R_Shadow_SaveWorldLights();
2329 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
2331 R_Shadow_ClearWorldLights();
2332 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
2335 void R_Shadow_EditLights_ImportLightsFile_f(void)
2337 R_Shadow_ClearWorldLights();
2338 R_Shadow_LoadLightsFile();
2341 void R_Shadow_EditLights_Spawn_f(void)
2344 if (!r_editlights.integer)
2346 Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
2349 if (Cmd_Argc() != 1)
2351 Con_Printf("r_editlights_spawn does not take parameters\n");
2354 color[0] = color[1] = color[2] = 1;
2355 R_Shadow_NewWorldLight(r_editlights_cursorlocation, 200, color, 0, NULL, true);
2358 void R_Shadow_EditLights_Edit_f(void)
2360 vec3_t origin, color;
2363 char cubemapname[1024];
2364 if (!r_editlights.integer)
2366 Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
2369 if (!r_shadow_selectedlight)
2371 Con_Printf("No selected light.\n");
2374 VectorCopy(r_shadow_selectedlight->origin, origin);
2375 radius = r_shadow_selectedlight->lightradius;
2376 VectorCopy(r_shadow_selectedlight->light, color);
2377 style = r_shadow_selectedlight->style;
2378 if (r_shadow_selectedlight->cubemapname)
2379 strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
2382 shadows = r_shadow_selectedlight->castshadows;
2383 if (!strcmp(Cmd_Argv(1), "origin"))
2385 if (Cmd_Argc() != 5)
2387 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
2390 origin[0] = atof(Cmd_Argv(2));
2391 origin[1] = atof(Cmd_Argv(3));
2392 origin[2] = atof(Cmd_Argv(4));
2394 else if (!strcmp(Cmd_Argv(1), "originx"))
2396 if (Cmd_Argc() != 3)
2398 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2401 origin[0] = atof(Cmd_Argv(2));
2403 else if (!strcmp(Cmd_Argv(1), "originy"))
2405 if (Cmd_Argc() != 3)
2407 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2410 origin[1] = atof(Cmd_Argv(2));
2412 else if (!strcmp(Cmd_Argv(1), "originz"))
2414 if (Cmd_Argc() != 3)
2416 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2419 origin[2] = atof(Cmd_Argv(2));
2421 else if (!strcmp(Cmd_Argv(1), "move"))
2423 if (Cmd_Argc() != 5)
2425 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
2428 origin[0] += atof(Cmd_Argv(2));
2429 origin[1] += atof(Cmd_Argv(3));
2430 origin[2] += atof(Cmd_Argv(4));
2432 else if (!strcmp(Cmd_Argv(1), "movex"))
2434 if (Cmd_Argc() != 3)
2436 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2439 origin[0] += atof(Cmd_Argv(2));
2441 else if (!strcmp(Cmd_Argv(1), "movey"))
2443 if (Cmd_Argc() != 3)
2445 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2448 origin[1] += atof(Cmd_Argv(2));
2450 else if (!strcmp(Cmd_Argv(1), "movez"))
2452 if (Cmd_Argc() != 3)
2454 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2457 origin[2] += atof(Cmd_Argv(2));
2459 else if (!strcmp(Cmd_Argv(1), "color"))
2461 if (Cmd_Argc() != 5)
2463 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(0));
2466 color[0] = atof(Cmd_Argv(2));
2467 color[1] = atof(Cmd_Argv(3));
2468 color[2] = atof(Cmd_Argv(4));
2470 else if (!strcmp(Cmd_Argv(1), "radius"))
2472 if (Cmd_Argc() != 3)
2474 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2477 radius = atof(Cmd_Argv(2));
2479 else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "style"))
2481 if (Cmd_Argc() != 3)
2483 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2486 style = atoi(Cmd_Argv(2));
2488 else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "cubemap"))
2492 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2495 if (Cmd_Argc() == 3)
2496 strcpy(cubemapname, Cmd_Argv(2));
2500 else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "shadows"))
2502 if (Cmd_Argc() != 3)
2504 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2507 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
2511 Con_Printf("usage: r_editlights_edit [property] [value]\n");
2512 Con_Printf("Selected light's properties:\n");
2513 Con_Printf("Origin: %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
2514 Con_Printf("Radius: %f\n", r_shadow_selectedlight->lightradius);
2515 Con_Printf("Color: %f %f %f\n", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);
2516 Con_Printf("Style: %i\n", r_shadow_selectedlight->style);
2517 Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
2518 Con_Printf("Shadows: %s\n", r_shadow_selectedlight->castshadows ? "yes" : "no");
2521 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
2522 r_shadow_selectedlight = NULL;
2523 R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadows);
2526 extern int con_vislines;
2527 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
2531 if (r_shadow_selectedlight == NULL)
2535 sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2536 sprintf(temp, "Origin %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2537 sprintf(temp, "Radius %f", r_shadow_selectedlight->lightradius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2538 sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2539 sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2540 sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2541 sprintf(temp, "Shadows %s", r_shadow_selectedlight->castshadows ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2544 void R_Shadow_EditLights_ToggleShadow_f(void)
2546 if (!r_editlights.integer)
2548 Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
2551 if (!r_shadow_selectedlight)
2553 Con_Printf("No selected light.\n");
2556 R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->lightradius, r_shadow_selectedlight->light, r_shadow_selectedlight->style, r_shadow_selectedlight->cubemapname, !r_shadow_selectedlight->castshadows);
2557 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
2558 r_shadow_selectedlight = NULL;
2561 void R_Shadow_EditLights_Remove_f(void)
2563 if (!r_editlights.integer)
2565 Con_Printf("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
2568 if (!r_shadow_selectedlight)
2570 Con_Printf("No selected light.\n");
2573 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
2574 r_shadow_selectedlight = NULL;
2577 void R_Shadow_EditLights_Init(void)
2579 Cvar_RegisterVariable(&r_editlights);
2580 Cvar_RegisterVariable(&r_editlights_cursordistance);
2581 Cvar_RegisterVariable(&r_editlights_cursorpushback);
2582 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
2583 Cvar_RegisterVariable(&r_editlights_cursorgrid);
2584 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
2585 Cvar_RegisterVariable(&r_editlights_rtlightssizescale);
2586 Cvar_RegisterVariable(&r_editlights_rtlightscolorscale);
2587 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
2588 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
2589 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
2590 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
2591 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
2592 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
2593 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
2594 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
2595 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);