3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
149 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
150 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
151 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
152 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
153 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
154 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
155 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
156 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
157 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
158 R_SHADOW_RENDERMODE_LIGHT_GLSL,
159 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
160 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
161 R_SHADOW_RENDERMODE_SHADOWMAP2D,
162 R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
163 R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
165 r_shadow_rendermode_t;
167 typedef enum r_shadow_shadowmode_e
169 R_SHADOW_SHADOWMODE_STENCIL,
170 R_SHADOW_SHADOWMODE_SHADOWMAP2D,
171 R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
172 R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
174 r_shadow_shadowmode_t;
176 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
177 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
178 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
180 qboolean r_shadow_usingshadowmaprect;
181 qboolean r_shadow_usingshadowmap2d;
182 qboolean r_shadow_usingshadowmapcube;
183 int r_shadow_shadowmapside;
184 float r_shadow_shadowmap_texturescale[2];
185 float r_shadow_shadowmap_parameters[4];
187 int r_shadow_drawbuffer;
188 int r_shadow_readbuffer;
190 int r_shadow_cullface_front, r_shadow_cullface_back;
191 GLuint r_shadow_fborectangle;
192 GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
193 GLuint r_shadow_fbo2d;
194 r_shadow_shadowmode_t r_shadow_shadowmode;
195 int r_shadow_shadowmapfilterquality;
196 int r_shadow_shadowmaptexturetype;
197 int r_shadow_shadowmapdepthbits;
198 int r_shadow_shadowmapmaxsize;
199 qboolean r_shadow_shadowmapvsdct;
200 qboolean r_shadow_shadowmapsampler;
201 int r_shadow_shadowmappcf;
202 int r_shadow_shadowmapborder;
203 int r_shadow_lightscissor[4];
204 qboolean r_shadow_usingdeferredprepass;
206 int maxshadowtriangles;
209 int maxshadowvertices;
210 float *shadowvertex3f;
220 unsigned char *shadowsides;
221 int *shadowsideslist;
228 int r_shadow_buffer_numleafpvsbytes;
229 unsigned char *r_shadow_buffer_visitingleafpvs;
230 unsigned char *r_shadow_buffer_leafpvs;
231 int *r_shadow_buffer_leaflist;
233 int r_shadow_buffer_numsurfacepvsbytes;
234 unsigned char *r_shadow_buffer_surfacepvs;
235 int *r_shadow_buffer_surfacelist;
236 unsigned char *r_shadow_buffer_surfacesides;
238 int r_shadow_buffer_numshadowtrispvsbytes;
239 unsigned char *r_shadow_buffer_shadowtrispvs;
240 int r_shadow_buffer_numlighttrispvsbytes;
241 unsigned char *r_shadow_buffer_lighttrispvs;
243 rtexturepool_t *r_shadow_texturepool;
244 rtexture_t *r_shadow_attenuationgradienttexture;
245 rtexture_t *r_shadow_attenuation2dtexture;
246 rtexture_t *r_shadow_attenuation3dtexture;
247 skinframe_t *r_shadow_lightcorona;
248 rtexture_t *r_shadow_shadowmaprectangletexture;
249 rtexture_t *r_shadow_shadowmap2dtexture;
250 rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
251 rtexture_t *r_shadow_shadowmapvsdcttexture;
252 int r_shadow_shadowmapsize; // changes for each light based on distance
253 int r_shadow_shadowmaplod; // changes for each light based on distance
255 GLuint r_shadow_prepassgeometryfbo;
256 GLuint r_shadow_prepasslightingfbo;
257 int r_shadow_prepass_width;
258 int r_shadow_prepass_height;
259 rtexture_t *r_shadow_prepassgeometrydepthtexture;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
264 // lights are reloaded when this changes
265 char r_shadow_mapname[MAX_QPATH];
267 // used only for light filters (cubemaps)
268 rtexturepool_t *r_shadow_filters_texturepool;
270 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
272 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
273 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
274 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
275 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
276 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
277 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
278 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
279 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
280 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
281 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
282 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
283 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
284 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
285 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
286 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
287 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
288 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
289 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
290 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
291 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
292 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
293 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
294 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
295 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
296 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
297 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
298 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
299 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
300 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
301 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
302 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
303 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
304 cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
305 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
306 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
307 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
308 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
309 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
310 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
311 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
312 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
313 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
314 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
315 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
316 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
317 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
318 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
319 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
320 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
321 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
322 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
323 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
324 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
325 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
326 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
327 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
328 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
329 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
330 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
331 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
332 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
334 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
335 #define ATTENTABLESIZE 256
336 // 1D gradient, 2D circle and 3D sphere attenuation textures
337 #define ATTEN1DSIZE 32
338 #define ATTEN2DSIZE 64
339 #define ATTEN3DSIZE 32
341 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
342 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
343 static float r_shadow_attentable[ATTENTABLESIZE+1];
345 rtlight_t *r_shadow_compilingrtlight;
346 static memexpandablearray_t r_shadow_worldlightsarray;
347 dlight_t *r_shadow_selectedlight;
348 dlight_t r_shadow_bufferlight;
349 vec3_t r_editlights_cursorlocation;
351 extern int con_vislines;
353 void R_Shadow_UncompileWorldLights(void);
354 void R_Shadow_ClearWorldLights(void);
355 void R_Shadow_SaveWorldLights(void);
356 void R_Shadow_LoadWorldLights(void);
357 void R_Shadow_LoadLightsFile(void);
358 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
359 void R_Shadow_EditLights_Reload_f(void);
360 void R_Shadow_ValidateCvars(void);
361 static void R_Shadow_MakeTextures(void);
363 #define EDLIGHTSPRSIZE 8
364 skinframe_t *r_editlights_sprcursor;
365 skinframe_t *r_editlights_sprlight;
366 skinframe_t *r_editlights_sprnoshadowlight;
367 skinframe_t *r_editlights_sprcubemaplight;
368 skinframe_t *r_editlights_sprcubemapnoshadowlight;
369 skinframe_t *r_editlights_sprselection;
371 void R_Shadow_SetShadowMode(void)
373 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
374 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
375 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
376 r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
377 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
378 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
379 r_shadow_shadowmaplod = -1;
380 r_shadow_shadowmapsize = 0;
381 r_shadow_shadowmapsampler = false;
382 r_shadow_shadowmappcf = 0;
383 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
384 switch(vid.renderpath)
386 case RENDERPATH_GL20:
387 case RENDERPATH_CGGL:
388 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
390 if(r_shadow_shadowmapfilterquality < 0)
392 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
393 r_shadow_shadowmappcf = 1;
394 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD"))
396 r_shadow_shadowmapsampler = vid.support.arb_shadow;
397 r_shadow_shadowmappcf = 1;
399 else if(strstr(gl_vendor, "ATI"))
400 r_shadow_shadowmappcf = 1;
402 r_shadow_shadowmapsampler = vid.support.arb_shadow;
406 switch (r_shadow_shadowmapfilterquality)
409 r_shadow_shadowmapsampler = vid.support.arb_shadow;
412 r_shadow_shadowmapsampler = vid.support.arb_shadow;
413 r_shadow_shadowmappcf = 1;
416 r_shadow_shadowmappcf = 1;
419 r_shadow_shadowmappcf = 2;
423 switch (r_shadow_shadowmaptexturetype)
426 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
429 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
432 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
435 if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
436 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
437 else if(vid.support.arb_texture_rectangle)
438 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
440 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
445 case RENDERPATH_GL13:
447 case RENDERPATH_GL11:
452 void R_Shadow_FreeShadowMaps(void)
456 R_Shadow_SetShadowMode();
458 if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
463 if (r_shadow_fborectangle)
464 qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
465 r_shadow_fborectangle = 0;
468 qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
470 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
471 if (r_shadow_fbocubeside[i])
472 qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
473 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
475 if (r_shadow_shadowmaprectangletexture)
476 R_FreeTexture(r_shadow_shadowmaprectangletexture);
477 r_shadow_shadowmaprectangletexture = NULL;
479 if (r_shadow_shadowmap2dtexture)
480 R_FreeTexture(r_shadow_shadowmap2dtexture);
481 r_shadow_shadowmap2dtexture = NULL;
483 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
484 if (r_shadow_shadowmapcubetexture[i])
485 R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
486 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
488 if (r_shadow_shadowmapvsdcttexture)
489 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
490 r_shadow_shadowmapvsdcttexture = NULL;
495 void r_shadow_start(void)
497 // allocate vertex processing arrays
498 r_shadow_attenuationgradienttexture = NULL;
499 r_shadow_attenuation2dtexture = NULL;
500 r_shadow_attenuation3dtexture = NULL;
501 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
502 r_shadow_shadowmaprectangletexture = NULL;
503 r_shadow_shadowmap2dtexture = NULL;
504 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
505 r_shadow_shadowmapvsdcttexture = NULL;
506 r_shadow_shadowmapmaxsize = 0;
507 r_shadow_shadowmapsize = 0;
508 r_shadow_shadowmaplod = 0;
509 r_shadow_shadowmapfilterquality = -1;
510 r_shadow_shadowmaptexturetype = -1;
511 r_shadow_shadowmapdepthbits = 0;
512 r_shadow_shadowmapvsdct = false;
513 r_shadow_shadowmapsampler = false;
514 r_shadow_shadowmappcf = 0;
515 r_shadow_fborectangle = 0;
517 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
519 R_Shadow_FreeShadowMaps();
521 r_shadow_texturepool = NULL;
522 r_shadow_filters_texturepool = NULL;
523 R_Shadow_ValidateCvars();
524 R_Shadow_MakeTextures();
525 maxshadowtriangles = 0;
526 shadowelements = NULL;
527 maxshadowvertices = 0;
528 shadowvertex3f = NULL;
536 shadowmarklist = NULL;
541 shadowsideslist = NULL;
542 r_shadow_buffer_numleafpvsbytes = 0;
543 r_shadow_buffer_visitingleafpvs = NULL;
544 r_shadow_buffer_leafpvs = NULL;
545 r_shadow_buffer_leaflist = NULL;
546 r_shadow_buffer_numsurfacepvsbytes = 0;
547 r_shadow_buffer_surfacepvs = NULL;
548 r_shadow_buffer_surfacelist = NULL;
549 r_shadow_buffer_surfacesides = NULL;
550 r_shadow_buffer_numshadowtrispvsbytes = 0;
551 r_shadow_buffer_shadowtrispvs = NULL;
552 r_shadow_buffer_numlighttrispvsbytes = 0;
553 r_shadow_buffer_lighttrispvs = NULL;
555 r_shadow_usingdeferredprepass = false;
556 r_shadow_prepass_width = r_shadow_prepass_height = 0;
559 static void R_Shadow_FreeDeferred(void);
560 void r_shadow_shutdown(void)
563 R_Shadow_UncompileWorldLights();
565 R_Shadow_FreeShadowMaps();
567 r_shadow_usingdeferredprepass = false;
568 if (r_shadow_prepass_width)
569 R_Shadow_FreeDeferred();
570 r_shadow_prepass_width = r_shadow_prepass_height = 0;
573 r_shadow_attenuationgradienttexture = NULL;
574 r_shadow_attenuation2dtexture = NULL;
575 r_shadow_attenuation3dtexture = NULL;
576 R_FreeTexturePool(&r_shadow_texturepool);
577 R_FreeTexturePool(&r_shadow_filters_texturepool);
578 maxshadowtriangles = 0;
580 Mem_Free(shadowelements);
581 shadowelements = NULL;
583 Mem_Free(shadowvertex3f);
584 shadowvertex3f = NULL;
587 Mem_Free(vertexupdate);
590 Mem_Free(vertexremap);
596 Mem_Free(shadowmark);
599 Mem_Free(shadowmarklist);
600 shadowmarklist = NULL;
605 Mem_Free(shadowsides);
608 Mem_Free(shadowsideslist);
609 shadowsideslist = NULL;
610 r_shadow_buffer_numleafpvsbytes = 0;
611 if (r_shadow_buffer_visitingleafpvs)
612 Mem_Free(r_shadow_buffer_visitingleafpvs);
613 r_shadow_buffer_visitingleafpvs = NULL;
614 if (r_shadow_buffer_leafpvs)
615 Mem_Free(r_shadow_buffer_leafpvs);
616 r_shadow_buffer_leafpvs = NULL;
617 if (r_shadow_buffer_leaflist)
618 Mem_Free(r_shadow_buffer_leaflist);
619 r_shadow_buffer_leaflist = NULL;
620 r_shadow_buffer_numsurfacepvsbytes = 0;
621 if (r_shadow_buffer_surfacepvs)
622 Mem_Free(r_shadow_buffer_surfacepvs);
623 r_shadow_buffer_surfacepvs = NULL;
624 if (r_shadow_buffer_surfacelist)
625 Mem_Free(r_shadow_buffer_surfacelist);
626 r_shadow_buffer_surfacelist = NULL;
627 if (r_shadow_buffer_surfacesides)
628 Mem_Free(r_shadow_buffer_surfacesides);
629 r_shadow_buffer_surfacesides = NULL;
630 r_shadow_buffer_numshadowtrispvsbytes = 0;
631 if (r_shadow_buffer_shadowtrispvs)
632 Mem_Free(r_shadow_buffer_shadowtrispvs);
633 r_shadow_buffer_numlighttrispvsbytes = 0;
634 if (r_shadow_buffer_lighttrispvs)
635 Mem_Free(r_shadow_buffer_lighttrispvs);
638 void r_shadow_newmap(void)
640 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
641 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
642 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
643 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
644 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
645 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
646 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
647 if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
648 R_Shadow_EditLights_Reload_f();
651 void R_Shadow_Init(void)
653 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
654 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
655 Cvar_RegisterVariable(&r_shadow_usenormalmap);
656 Cvar_RegisterVariable(&r_shadow_debuglight);
657 Cvar_RegisterVariable(&r_shadow_deferred);
658 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
659 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
660 Cvar_RegisterVariable(&r_shadow_gloss);
661 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
662 Cvar_RegisterVariable(&r_shadow_glossintensity);
663 Cvar_RegisterVariable(&r_shadow_glossexponent);
664 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
665 Cvar_RegisterVariable(&r_shadow_glossexact);
666 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
667 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
668 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
669 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
670 Cvar_RegisterVariable(&r_shadow_projectdistance);
671 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
672 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
673 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
674 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
675 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
676 Cvar_RegisterVariable(&r_shadow_realtime_world);
677 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
678 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
679 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
680 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
681 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
682 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
683 Cvar_RegisterVariable(&r_shadow_scissor);
684 Cvar_RegisterVariable(&r_shadow_shadowmapping);
685 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
686 Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
687 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
688 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
689 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
690 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
691 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
692 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
693 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
694 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
695 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
696 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
697 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
698 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
699 Cvar_RegisterVariable(&r_shadow_polygonfactor);
700 Cvar_RegisterVariable(&r_shadow_polygonoffset);
701 Cvar_RegisterVariable(&r_shadow_texture3d);
702 Cvar_RegisterVariable(&r_coronas);
703 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
704 Cvar_RegisterVariable(&r_coronas_occlusionquery);
705 Cvar_RegisterVariable(&gl_flashblend);
706 Cvar_RegisterVariable(&gl_ext_separatestencil);
707 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
708 if (gamemode == GAME_TENEBRAE)
710 Cvar_SetValue("r_shadow_gloss", 2);
711 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
713 R_Shadow_EditLights_Init();
714 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
715 maxshadowtriangles = 0;
716 shadowelements = NULL;
717 maxshadowvertices = 0;
718 shadowvertex3f = NULL;
726 shadowmarklist = NULL;
731 shadowsideslist = NULL;
732 r_shadow_buffer_numleafpvsbytes = 0;
733 r_shadow_buffer_visitingleafpvs = NULL;
734 r_shadow_buffer_leafpvs = NULL;
735 r_shadow_buffer_leaflist = NULL;
736 r_shadow_buffer_numsurfacepvsbytes = 0;
737 r_shadow_buffer_surfacepvs = NULL;
738 r_shadow_buffer_surfacelist = NULL;
739 r_shadow_buffer_surfacesides = NULL;
740 r_shadow_buffer_shadowtrispvs = NULL;
741 r_shadow_buffer_lighttrispvs = NULL;
742 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
745 matrix4x4_t matrix_attenuationxyz =
748 {0.5, 0.0, 0.0, 0.5},
749 {0.0, 0.5, 0.0, 0.5},
750 {0.0, 0.0, 0.5, 0.5},
755 matrix4x4_t matrix_attenuationz =
758 {0.0, 0.0, 0.5, 0.5},
759 {0.0, 0.0, 0.0, 0.5},
760 {0.0, 0.0, 0.0, 0.5},
765 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
767 numvertices = ((numvertices + 255) & ~255) * vertscale;
768 numtriangles = ((numtriangles + 255) & ~255) * triscale;
769 // make sure shadowelements is big enough for this volume
770 if (maxshadowtriangles < numtriangles)
772 maxshadowtriangles = numtriangles;
774 Mem_Free(shadowelements);
775 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
777 // make sure shadowvertex3f is big enough for this volume
778 if (maxshadowvertices < numvertices)
780 maxshadowvertices = numvertices;
782 Mem_Free(shadowvertex3f);
783 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
787 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
789 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
790 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
791 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
792 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
793 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
795 if (r_shadow_buffer_visitingleafpvs)
796 Mem_Free(r_shadow_buffer_visitingleafpvs);
797 if (r_shadow_buffer_leafpvs)
798 Mem_Free(r_shadow_buffer_leafpvs);
799 if (r_shadow_buffer_leaflist)
800 Mem_Free(r_shadow_buffer_leaflist);
801 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
802 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
803 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
804 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
806 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
808 if (r_shadow_buffer_surfacepvs)
809 Mem_Free(r_shadow_buffer_surfacepvs);
810 if (r_shadow_buffer_surfacelist)
811 Mem_Free(r_shadow_buffer_surfacelist);
812 if (r_shadow_buffer_surfacesides)
813 Mem_Free(r_shadow_buffer_surfacesides);
814 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
815 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
816 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
817 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
819 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
821 if (r_shadow_buffer_shadowtrispvs)
822 Mem_Free(r_shadow_buffer_shadowtrispvs);
823 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
824 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
826 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
828 if (r_shadow_buffer_lighttrispvs)
829 Mem_Free(r_shadow_buffer_lighttrispvs);
830 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
831 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
835 void R_Shadow_PrepareShadowMark(int numtris)
837 // make sure shadowmark is big enough for this volume
838 if (maxshadowmark < numtris)
840 maxshadowmark = numtris;
842 Mem_Free(shadowmark);
844 Mem_Free(shadowmarklist);
845 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
846 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
850 // if shadowmarkcount wrapped we clear the array and adjust accordingly
851 if (shadowmarkcount == 0)
854 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
859 void R_Shadow_PrepareShadowSides(int numtris)
861 if (maxshadowsides < numtris)
863 maxshadowsides = numtris;
865 Mem_Free(shadowsides);
867 Mem_Free(shadowsideslist);
868 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
869 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
874 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
877 int outtriangles = 0, outvertices = 0;
880 float ratio, direction[3], projectvector[3];
882 if (projectdirection)
883 VectorScale(projectdirection, projectdistance, projectvector);
885 VectorClear(projectvector);
887 // create the vertices
888 if (projectdirection)
890 for (i = 0;i < numshadowmarktris;i++)
892 element = inelement3i + shadowmarktris[i] * 3;
893 for (j = 0;j < 3;j++)
895 if (vertexupdate[element[j]] != vertexupdatenum)
897 vertexupdate[element[j]] = vertexupdatenum;
898 vertexremap[element[j]] = outvertices;
899 vertex = invertex3f + element[j] * 3;
900 // project one copy of the vertex according to projectvector
901 VectorCopy(vertex, outvertex3f);
902 VectorAdd(vertex, projectvector, (outvertex3f + 3));
911 for (i = 0;i < numshadowmarktris;i++)
913 element = inelement3i + shadowmarktris[i] * 3;
914 for (j = 0;j < 3;j++)
916 if (vertexupdate[element[j]] != vertexupdatenum)
918 vertexupdate[element[j]] = vertexupdatenum;
919 vertexremap[element[j]] = outvertices;
920 vertex = invertex3f + element[j] * 3;
921 // project one copy of the vertex to the sphere radius of the light
922 // (FIXME: would projecting it to the light box be better?)
923 VectorSubtract(vertex, projectorigin, direction);
924 ratio = projectdistance / VectorLength(direction);
925 VectorCopy(vertex, outvertex3f);
926 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
934 if (r_shadow_frontsidecasting.integer)
936 for (i = 0;i < numshadowmarktris;i++)
938 int remappedelement[3];
940 const int *neighbortriangle;
942 markindex = shadowmarktris[i] * 3;
943 element = inelement3i + markindex;
944 neighbortriangle = inneighbor3i + markindex;
945 // output the front and back triangles
946 outelement3i[0] = vertexremap[element[0]];
947 outelement3i[1] = vertexremap[element[1]];
948 outelement3i[2] = vertexremap[element[2]];
949 outelement3i[3] = vertexremap[element[2]] + 1;
950 outelement3i[4] = vertexremap[element[1]] + 1;
951 outelement3i[5] = vertexremap[element[0]] + 1;
955 // output the sides (facing outward from this triangle)
956 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
958 remappedelement[0] = vertexremap[element[0]];
959 remappedelement[1] = vertexremap[element[1]];
960 outelement3i[0] = remappedelement[1];
961 outelement3i[1] = remappedelement[0];
962 outelement3i[2] = remappedelement[0] + 1;
963 outelement3i[3] = remappedelement[1];
964 outelement3i[4] = remappedelement[0] + 1;
965 outelement3i[5] = remappedelement[1] + 1;
970 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
972 remappedelement[1] = vertexremap[element[1]];
973 remappedelement[2] = vertexremap[element[2]];
974 outelement3i[0] = remappedelement[2];
975 outelement3i[1] = remappedelement[1];
976 outelement3i[2] = remappedelement[1] + 1;
977 outelement3i[3] = remappedelement[2];
978 outelement3i[4] = remappedelement[1] + 1;
979 outelement3i[5] = remappedelement[2] + 1;
984 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
986 remappedelement[0] = vertexremap[element[0]];
987 remappedelement[2] = vertexremap[element[2]];
988 outelement3i[0] = remappedelement[0];
989 outelement3i[1] = remappedelement[2];
990 outelement3i[2] = remappedelement[2] + 1;
991 outelement3i[3] = remappedelement[0];
992 outelement3i[4] = remappedelement[2] + 1;
993 outelement3i[5] = remappedelement[0] + 1;
1002 for (i = 0;i < numshadowmarktris;i++)
1004 int remappedelement[3];
1006 const int *neighbortriangle;
1008 markindex = shadowmarktris[i] * 3;
1009 element = inelement3i + markindex;
1010 neighbortriangle = inneighbor3i + markindex;
1011 // output the front and back triangles
1012 outelement3i[0] = vertexremap[element[2]];
1013 outelement3i[1] = vertexremap[element[1]];
1014 outelement3i[2] = vertexremap[element[0]];
1015 outelement3i[3] = vertexremap[element[0]] + 1;
1016 outelement3i[4] = vertexremap[element[1]] + 1;
1017 outelement3i[5] = vertexremap[element[2]] + 1;
1021 // output the sides (facing outward from this triangle)
1022 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1024 remappedelement[0] = vertexremap[element[0]];
1025 remappedelement[1] = vertexremap[element[1]];
1026 outelement3i[0] = remappedelement[0];
1027 outelement3i[1] = remappedelement[1];
1028 outelement3i[2] = remappedelement[1] + 1;
1029 outelement3i[3] = remappedelement[0];
1030 outelement3i[4] = remappedelement[1] + 1;
1031 outelement3i[5] = remappedelement[0] + 1;
1036 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1038 remappedelement[1] = vertexremap[element[1]];
1039 remappedelement[2] = vertexremap[element[2]];
1040 outelement3i[0] = remappedelement[1];
1041 outelement3i[1] = remappedelement[2];
1042 outelement3i[2] = remappedelement[2] + 1;
1043 outelement3i[3] = remappedelement[1];
1044 outelement3i[4] = remappedelement[2] + 1;
1045 outelement3i[5] = remappedelement[1] + 1;
1050 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1052 remappedelement[0] = vertexremap[element[0]];
1053 remappedelement[2] = vertexremap[element[2]];
1054 outelement3i[0] = remappedelement[2];
1055 outelement3i[1] = remappedelement[0];
1056 outelement3i[2] = remappedelement[0] + 1;
1057 outelement3i[3] = remappedelement[2];
1058 outelement3i[4] = remappedelement[0] + 1;
1059 outelement3i[5] = remappedelement[2] + 1;
1067 *outnumvertices = outvertices;
1068 return outtriangles;
1071 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1074 int outtriangles = 0, outvertices = 0;
1076 const float *vertex;
1077 float ratio, direction[3], projectvector[3];
1080 if (projectdirection)
1081 VectorScale(projectdirection, projectdistance, projectvector);
1083 VectorClear(projectvector);
1085 for (i = 0;i < numshadowmarktris;i++)
1087 int remappedelement[3];
1089 const int *neighbortriangle;
1091 markindex = shadowmarktris[i] * 3;
1092 neighbortriangle = inneighbor3i + markindex;
1093 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1094 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1095 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1096 if (side[0] + side[1] + side[2] == 0)
1100 element = inelement3i + markindex;
1102 // create the vertices
1103 for (j = 0;j < 3;j++)
1105 if (side[j] + side[j+1] == 0)
1108 if (vertexupdate[k] != vertexupdatenum)
1110 vertexupdate[k] = vertexupdatenum;
1111 vertexremap[k] = outvertices;
1112 vertex = invertex3f + k * 3;
1113 VectorCopy(vertex, outvertex3f);
1114 if (projectdirection)
1116 // project one copy of the vertex according to projectvector
1117 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1121 // project one copy of the vertex to the sphere radius of the light
1122 // (FIXME: would projecting it to the light box be better?)
1123 VectorSubtract(vertex, projectorigin, direction);
1124 ratio = projectdistance / VectorLength(direction);
1125 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1132 // output the sides (facing outward from this triangle)
1135 remappedelement[0] = vertexremap[element[0]];
1136 remappedelement[1] = vertexremap[element[1]];
1137 outelement3i[0] = remappedelement[1];
1138 outelement3i[1] = remappedelement[0];
1139 outelement3i[2] = remappedelement[0] + 1;
1140 outelement3i[3] = remappedelement[1];
1141 outelement3i[4] = remappedelement[0] + 1;
1142 outelement3i[5] = remappedelement[1] + 1;
1149 remappedelement[1] = vertexremap[element[1]];
1150 remappedelement[2] = vertexremap[element[2]];
1151 outelement3i[0] = remappedelement[2];
1152 outelement3i[1] = remappedelement[1];
1153 outelement3i[2] = remappedelement[1] + 1;
1154 outelement3i[3] = remappedelement[2];
1155 outelement3i[4] = remappedelement[1] + 1;
1156 outelement3i[5] = remappedelement[2] + 1;
1163 remappedelement[0] = vertexremap[element[0]];
1164 remappedelement[2] = vertexremap[element[2]];
1165 outelement3i[0] = remappedelement[0];
1166 outelement3i[1] = remappedelement[2];
1167 outelement3i[2] = remappedelement[2] + 1;
1168 outelement3i[3] = remappedelement[0];
1169 outelement3i[4] = remappedelement[2] + 1;
1170 outelement3i[5] = remappedelement[0] + 1;
1177 *outnumvertices = outvertices;
1178 return outtriangles;
1181 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1187 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1189 tend = firsttriangle + numtris;
1190 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1192 // surface box entirely inside light box, no box cull
1193 if (projectdirection)
1195 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1197 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1198 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1199 shadowmarklist[numshadowmark++] = t;
1204 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1205 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1206 shadowmarklist[numshadowmark++] = t;
1211 // surface box not entirely inside light box, cull each triangle
1212 if (projectdirection)
1214 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1216 v[0] = invertex3f + e[0] * 3;
1217 v[1] = invertex3f + e[1] * 3;
1218 v[2] = invertex3f + e[2] * 3;
1219 TriangleNormal(v[0], v[1], v[2], normal);
1220 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1221 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1222 shadowmarklist[numshadowmark++] = t;
1227 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1229 v[0] = invertex3f + e[0] * 3;
1230 v[1] = invertex3f + e[1] * 3;
1231 v[2] = invertex3f + e[2] * 3;
1232 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1233 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1234 shadowmarklist[numshadowmark++] = t;
1240 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1245 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1247 // check if the shadow volume intersects the near plane
1249 // a ray between the eye and light origin may intersect the caster,
1250 // indicating that the shadow may touch the eye location, however we must
1251 // test the near plane (a polygon), not merely the eye location, so it is
1252 // easiest to enlarge the caster bounding shape slightly for this.
1258 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1260 int i, tris, outverts;
1261 if (projectdistance < 0.1)
1263 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1266 if (!numverts || !nummarktris)
1268 // make sure shadowelements is big enough for this volume
1269 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1270 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1272 if (maxvertexupdate < numverts)
1274 maxvertexupdate = numverts;
1276 Mem_Free(vertexupdate);
1278 Mem_Free(vertexremap);
1279 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1280 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1281 vertexupdatenum = 0;
1284 if (vertexupdatenum == 0)
1286 vertexupdatenum = 1;
1287 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1288 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1291 for (i = 0;i < nummarktris;i++)
1292 shadowmark[marktris[i]] = shadowmarkcount;
1294 if (r_shadow_compilingrtlight)
1296 // if we're compiling an rtlight, capture the mesh
1297 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1298 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1299 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1300 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1302 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1304 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1305 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1306 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1310 // decide which type of shadow to generate and set stencil mode
1311 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1312 // generate the sides or a solid volume, depending on type
1313 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1314 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1316 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1317 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1318 r_refdef.stats.lights_shadowtriangles += tris;
1320 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1321 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1323 // increment stencil if frontface is infront of depthbuffer
1324 GL_CullFace(r_refdef.view.cullface_front);
1325 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1326 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1327 // decrement stencil if backface is infront of depthbuffer
1328 GL_CullFace(r_refdef.view.cullface_back);
1329 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1331 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1333 // decrement stencil if backface is behind depthbuffer
1334 GL_CullFace(r_refdef.view.cullface_front);
1335 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1336 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1337 // increment stencil if frontface is behind depthbuffer
1338 GL_CullFace(r_refdef.view.cullface_back);
1339 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1341 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1346 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1348 // p1, p2, p3 are in the cubemap's local coordinate system
1349 // bias = border/(size - border)
1352 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1353 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1354 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1355 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1357 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1358 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1359 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1360 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1362 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1363 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1364 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1366 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1367 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1368 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1369 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1371 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1372 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1373 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1374 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1376 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1377 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1378 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1380 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1381 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1382 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1383 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1385 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1386 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1387 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1388 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1390 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1391 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1392 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1397 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1399 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1400 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1403 VectorSubtract(maxs, mins, radius);
1404 VectorScale(radius, 0.5f, radius);
1405 VectorAdd(mins, radius, center);
1406 Matrix4x4_Transform(worldtolight, center, lightcenter);
1407 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1408 VectorSubtract(lightcenter, lightradius, pmin);
1409 VectorAdd(lightcenter, lightradius, pmax);
1411 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1412 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1413 if(ap1 > bias*an1 && ap2 > bias*an2)
1415 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1416 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1417 if(an1 > bias*ap1 && an2 > bias*ap2)
1419 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1420 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1422 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1423 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1424 if(ap1 > bias*an1 && ap2 > bias*an2)
1426 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1427 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1428 if(an1 > bias*ap1 && an2 > bias*ap2)
1430 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1431 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1433 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1434 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1435 if(ap1 > bias*an1 && ap2 > bias*an2)
1437 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1438 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1439 if(an1 > bias*ap1 && an2 > bias*ap2)
1441 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1442 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1447 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1449 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1451 // p is in the cubemap's local coordinate system
1452 // bias = border/(size - border)
1453 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1454 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1455 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1457 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1458 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1459 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1460 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1461 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1462 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1466 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1470 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1471 float scale = (size - 2*border)/size, len;
1472 float bias = border / (float)(size - border), dp, dn, ap, an;
1473 // check if cone enclosing side would cross frustum plane
1474 scale = 2 / (scale*scale + 2);
1475 for (i = 0;i < 5;i++)
1477 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1479 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1480 len = scale*VectorLength2(n);
1481 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1482 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1483 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1485 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1487 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1488 len = scale*VectorLength(n);
1489 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1490 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1491 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1493 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1494 // check if frustum corners/origin cross plane sides
1495 for (i = 0;i < 5;i++)
1497 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1498 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn),
1499 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1500 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1501 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn),
1502 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1503 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1504 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn),
1505 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1506 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1508 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1511 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1519 int mask, surfacemask = 0;
1520 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1522 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1523 tend = firsttriangle + numtris;
1524 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1526 // surface box entirely inside light box, no box cull
1527 if (projectdirection)
1529 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1531 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1532 TriangleNormal(v[0], v[1], v[2], normal);
1533 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1535 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1536 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1537 surfacemask |= mask;
1540 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1541 shadowsides[numshadowsides] = mask;
1542 shadowsideslist[numshadowsides++] = t;
1549 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1551 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1552 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1554 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1555 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1556 surfacemask |= mask;
1559 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1560 shadowsides[numshadowsides] = mask;
1561 shadowsideslist[numshadowsides++] = t;
1569 // surface box not entirely inside light box, cull each triangle
1570 if (projectdirection)
1572 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1574 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1575 TriangleNormal(v[0], v[1], v[2], normal);
1576 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1577 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1579 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1580 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1581 surfacemask |= mask;
1584 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1585 shadowsides[numshadowsides] = mask;
1586 shadowsideslist[numshadowsides++] = t;
1593 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1595 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1596 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1597 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1599 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1600 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1601 surfacemask |= mask;
1604 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1605 shadowsides[numshadowsides] = mask;
1606 shadowsideslist[numshadowsides++] = t;
1615 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1617 int i, j, outtriangles = 0;
1618 int *outelement3i[6];
1619 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1621 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1622 // make sure shadowelements is big enough for this mesh
1623 if (maxshadowtriangles < outtriangles)
1624 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1626 // compute the offset and size of the separate index lists for each cubemap side
1628 for (i = 0;i < 6;i++)
1630 outelement3i[i] = shadowelements + outtriangles * 3;
1631 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1632 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1633 outtriangles += sidetotals[i];
1636 // gather up the (sparse) triangles into separate index lists for each cubemap side
1637 for (i = 0;i < numsidetris;i++)
1639 const int *element = elements + sidetris[i] * 3;
1640 for (j = 0;j < 6;j++)
1642 if (sides[i] & (1 << j))
1644 outelement3i[j][0] = element[0];
1645 outelement3i[j][1] = element[1];
1646 outelement3i[j][2] = element[2];
1647 outelement3i[j] += 3;
1652 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1655 static void R_Shadow_MakeTextures_MakeCorona(void)
1659 unsigned char pixels[32][32][4];
1660 for (y = 0;y < 32;y++)
1662 dy = (y - 15.5f) * (1.0f / 16.0f);
1663 for (x = 0;x < 32;x++)
1665 dx = (x - 15.5f) * (1.0f / 16.0f);
1666 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1667 a = bound(0, a, 255);
1668 pixels[y][x][0] = a;
1669 pixels[y][x][1] = a;
1670 pixels[y][x][2] = a;
1671 pixels[y][x][3] = 255;
1674 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1677 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1679 float dist = sqrt(x*x+y*y+z*z);
1680 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1681 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1682 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1685 static void R_Shadow_MakeTextures(void)
1688 float intensity, dist;
1690 R_Shadow_FreeShadowMaps();
1691 R_FreeTexturePool(&r_shadow_texturepool);
1692 r_shadow_texturepool = R_AllocTexturePool();
1693 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1694 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1695 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1696 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1697 for (x = 0;x <= ATTENTABLESIZE;x++)
1699 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1700 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1701 r_shadow_attentable[x] = bound(0, intensity, 1);
1703 // 1D gradient texture
1704 for (x = 0;x < ATTEN1DSIZE;x++)
1705 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1706 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1707 // 2D circle texture
1708 for (y = 0;y < ATTEN2DSIZE;y++)
1709 for (x = 0;x < ATTEN2DSIZE;x++)
1710 data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1711 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1712 // 3D sphere texture
1713 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1715 for (z = 0;z < ATTEN3DSIZE;z++)
1716 for (y = 0;y < ATTEN3DSIZE;y++)
1717 for (x = 0;x < ATTEN3DSIZE;x++)
1718 data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1719 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1722 r_shadow_attenuation3dtexture = NULL;
1725 R_Shadow_MakeTextures_MakeCorona();
1727 // Editor light sprites
1728 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1745 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1746 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1763 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1764 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1781 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1782 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1799 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1800 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1817 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1818 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1835 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1838 void R_Shadow_ValidateCvars(void)
1840 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1841 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1842 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1843 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1844 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1845 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1848 void R_Shadow_RenderMode_Begin(void)
1854 R_Shadow_ValidateCvars();
1856 if (!r_shadow_attenuation2dtexture
1857 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1858 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1859 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1860 R_Shadow_MakeTextures();
1863 R_Mesh_ColorPointer(NULL, 0, 0);
1864 R_Mesh_ResetTextureState();
1865 GL_BlendFunc(GL_ONE, GL_ZERO);
1866 GL_DepthRange(0, 1);
1867 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1869 GL_DepthMask(false);
1870 GL_Color(0, 0, 0, 1);
1871 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1873 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1875 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1877 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1878 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1880 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1882 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1883 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1887 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1888 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1891 switch(vid.renderpath)
1893 case RENDERPATH_GL20:
1894 case RENDERPATH_CGGL:
1895 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1897 case RENDERPATH_GL13:
1898 case RENDERPATH_GL11:
1899 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1900 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1901 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1902 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1903 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1904 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1906 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1912 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1913 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1914 r_shadow_drawbuffer = drawbuffer;
1915 r_shadow_readbuffer = readbuffer;
1917 r_shadow_cullface_front = r_refdef.view.cullface_front;
1918 r_shadow_cullface_back = r_refdef.view.cullface_back;
1921 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1923 rsurface.rtlight = rtlight;
1926 void R_Shadow_RenderMode_Reset(void)
1929 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1931 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1933 if (vid.support.ext_framebuffer_object)
1935 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
1938 qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
1939 qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
1941 R_SetViewport(&r_refdef.view.viewport);
1942 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1943 R_Mesh_ColorPointer(NULL, 0, 0);
1944 R_Mesh_ResetTextureState();
1945 GL_DepthRange(0, 1);
1947 GL_DepthMask(false);
1948 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1949 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1950 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1951 qglStencilMask(255);CHECKGLERROR
1952 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1953 qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR
1954 r_refdef.view.cullface_front = r_shadow_cullface_front;
1955 r_refdef.view.cullface_back = r_shadow_cullface_back;
1956 GL_CullFace(r_refdef.view.cullface_back);
1957 GL_Color(1, 1, 1, 1);
1958 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1959 GL_BlendFunc(GL_ONE, GL_ZERO);
1960 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
1961 r_shadow_usingshadowmaprect = false;
1962 r_shadow_usingshadowmapcube = false;
1963 r_shadow_usingshadowmap2d = false;
1967 void R_Shadow_ClearStencil(void)
1970 GL_Clear(GL_STENCIL_BUFFER_BIT);
1971 r_refdef.stats.lights_clears++;
1974 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
1976 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
1977 if (r_shadow_rendermode == mode)
1980 R_Shadow_RenderMode_Reset();
1981 GL_ColorMask(0, 0, 0, 0);
1982 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1983 R_SetupShader_DepthOrShadow();
1984 qglDepthFunc(GL_LESS);CHECKGLERROR
1985 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1986 r_shadow_rendermode = mode;
1991 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
1992 GL_CullFace(GL_NONE);
1993 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1994 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1996 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
1997 GL_CullFace(GL_NONE);
1998 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1999 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2001 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2002 GL_CullFace(GL_NONE);
2003 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2004 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2005 qglStencilMask(255);CHECKGLERROR
2006 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2007 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2008 qglStencilMask(255);CHECKGLERROR
2009 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2011 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2012 GL_CullFace(GL_NONE);
2013 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2014 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2015 qglStencilMask(255);CHECKGLERROR
2016 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2017 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2018 qglStencilMask(255);CHECKGLERROR
2019 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2024 static void R_Shadow_MakeVSDCT(void)
2026 // maps to a 2x3 texture rectangle with normalized coordinates
2031 // stores abs(dir.xy), offset.xy/2.5
2032 unsigned char data[4*6] =
2034 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2035 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2036 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2037 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2038 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2039 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2041 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
2044 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2048 float nearclip, farclip, bias;
2049 r_viewport_t viewport;
2052 maxsize = r_shadow_shadowmapmaxsize;
2053 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2055 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2056 r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2057 r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2058 r_shadow_shadowmapside = side;
2059 r_shadow_shadowmapsize = size;
2060 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2062 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2063 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2064 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2065 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2067 // complex unrolled cube approach (more flexible)
2068 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2069 R_Shadow_MakeVSDCT();
2070 if (!r_shadow_shadowmap2dtexture)
2073 int w = maxsize*2, h = vid.support.arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
2074 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2075 qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
2076 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
2077 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
2078 // render depth into the fbo, do not render color at all
2079 qglDrawBuffer(GL_NONE);CHECKGLERROR
2080 qglReadBuffer(GL_NONE);CHECKGLERROR
2081 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2082 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2084 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2085 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2086 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2091 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2092 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2093 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2094 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2096 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2098 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2099 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2100 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2101 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
2103 // complex unrolled cube approach (more flexible)
2104 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2105 R_Shadow_MakeVSDCT();
2106 if (!r_shadow_shadowmaprectangletexture)
2109 r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2110 qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
2111 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
2112 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
2113 // render depth into the fbo, do not render color at all
2114 qglDrawBuffer(GL_NONE);CHECKGLERROR
2115 qglReadBuffer(GL_NONE);CHECKGLERROR
2116 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2117 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2119 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2120 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2121 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2126 if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
2127 r_shadow_shadowmap_texturescale[0] = 1.0f;
2128 r_shadow_shadowmap_texturescale[1] = 1.0f;
2129 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
2131 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2133 r_shadow_shadowmap_parameters[0] = 1.0f;
2134 r_shadow_shadowmap_parameters[1] = 1.0f;
2135 R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
2136 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
2138 // simple cube approach
2139 if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
2142 r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2143 qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2144 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2145 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2146 // render depth into the fbo, do not render color at all
2147 qglDrawBuffer(GL_NONE);CHECKGLERROR
2148 qglReadBuffer(GL_NONE);CHECKGLERROR
2149 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2150 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2152 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2153 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2154 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2159 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
2160 r_shadow_shadowmap_texturescale[0] = 0.0f;
2161 r_shadow_shadowmap_texturescale[1] = 0.0f;
2162 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
2165 R_Shadow_RenderMode_Reset();
2168 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
2169 R_SetupShader_DepthOrShadow();
2173 R_SetupShader_ShowDepth();
2174 qglClearColor(1,1,1,1);CHECKGLERROR
2177 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2184 R_SetViewport(&viewport);
2185 if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE)
2187 int flipped = (side & 1) ^ (side >> 2);
2188 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2189 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2190 GL_CullFace(r_refdef.view.cullface_back);
2191 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2193 // get tightest scissor rectangle that encloses all viewports in the clear mask
2194 int x1 = clear & 0x15 ? 0 : size;
2195 int x2 = clear & 0x2A ? 2 * size : size;
2196 int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2197 int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2198 GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2199 GL_Clear(GL_DEPTH_BUFFER_BIT);
2201 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2203 else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE)
2205 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2206 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2208 GL_Clear(GL_DEPTH_BUFFER_BIT);
2213 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2217 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2218 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2219 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2220 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2223 R_Shadow_RenderMode_Reset();
2224 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2227 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2231 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2232 // only draw light where this geometry was already rendered AND the
2233 // stencil is 128 (values other than this mean shadow)
2234 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2236 r_shadow_rendermode = r_shadow_lightingrendermode;
2237 // do global setup needed for the chosen lighting mode
2238 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2240 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2245 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2246 r_shadow_usingshadowmap2d = true;
2247 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2248 r_shadow_usingshadowmaprect = true;
2249 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2250 r_shadow_usingshadowmapcube = true;
2252 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
2256 static const unsigned short bboxelements[36] =
2266 static const float bboxpoints[8][3] =
2278 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2281 float vertex3f[8*3];
2282 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2284 R_Shadow_RenderMode_Reset();
2285 r_shadow_rendermode = r_shadow_lightingrendermode;
2286 // do global setup needed for the chosen lighting mode
2288 R_EntityMatrix(&identitymatrix);
2289 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2292 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2293 // only draw light where this geometry was already rendered AND the
2294 // stencil is 128 (values other than this mean shadow)
2295 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2297 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
2300 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2301 r_shadow_usingshadowmap2d = true;
2302 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2303 r_shadow_usingshadowmaprect = true;
2304 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2305 r_shadow_usingshadowmapcube = true;
2308 // render the lighting
2309 R_SetupShader_DeferredLight(rsurface.rtlight);
2310 for (i = 0;i < 8;i++)
2311 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2313 R_Mesh_VertexPointer(vertex3f, 0, 0);
2314 R_Mesh_ColorPointer(NULL, 0, 0);
2315 GL_ColorMask(1,1,1,1);
2316 GL_DepthMask(false);
2317 GL_DepthRange(0, 1);
2318 GL_PolygonOffset(0, 0);
2320 qglDepthFunc(GL_GREATER);CHECKGLERROR
2321 GL_CullFace(r_refdef.view.cullface_back);
2322 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
2326 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2329 R_Shadow_RenderMode_Reset();
2330 GL_BlendFunc(GL_ONE, GL_ONE);
2331 GL_DepthRange(0, 1);
2332 GL_DepthTest(r_showshadowvolumes.integer < 2);
2333 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2334 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2335 GL_CullFace(GL_NONE);
2336 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2339 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2342 R_Shadow_RenderMode_Reset();
2343 GL_BlendFunc(GL_ONE, GL_ONE);
2344 GL_DepthRange(0, 1);
2345 GL_DepthTest(r_showlighting.integer < 2);
2346 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2349 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2353 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2354 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2356 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2359 void R_Shadow_RenderMode_End(void)
2362 R_Shadow_RenderMode_Reset();
2363 R_Shadow_RenderMode_ActiveLight(NULL);
2365 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2366 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2369 int bboxedges[12][2] =
2388 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2390 int i, ix1, iy1, ix2, iy2;
2391 float x1, y1, x2, y2;
2393 float vertex[20][3];
2402 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2403 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2404 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2405 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2407 if (!r_shadow_scissor.integer)
2410 // if view is inside the light box, just say yes it's visible
2411 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
2414 x1 = y1 = x2 = y2 = 0;
2416 // transform all corners that are infront of the nearclip plane
2417 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
2418 plane4f[3] = r_refdef.view.frustum[4].dist;
2420 for (i = 0;i < 8;i++)
2422 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
2423 dist[i] = DotProduct4(corner[i], plane4f);
2424 sign[i] = dist[i] > 0;
2427 VectorCopy(corner[i], vertex[numvertices]);
2431 // if some points are behind the nearclip, add clipped edge points to make
2432 // sure that the scissor boundary is complete
2433 if (numvertices > 0 && numvertices < 8)
2435 // add clipped edge points
2436 for (i = 0;i < 12;i++)
2438 j = bboxedges[i][0];
2439 k = bboxedges[i][1];
2440 if (sign[j] != sign[k])
2442 f = dist[j] / (dist[j] - dist[k]);
2443 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
2449 // if we have no points to check, the light is behind the view plane
2453 // if we have some points to transform, check what screen area is covered
2454 x1 = y1 = x2 = y2 = 0;
2456 //Con_Printf("%i vertices to transform...\n", numvertices);
2457 for (i = 0;i < numvertices;i++)
2459 VectorCopy(vertex[i], v);
2460 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
2461 //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]);
2464 if (x1 > v2[0]) x1 = v2[0];
2465 if (x2 < v2[0]) x2 = v2[0];
2466 if (y1 > v2[1]) y1 = v2[1];
2467 if (y2 < v2[1]) y2 = v2[1];
2476 // now convert the scissor rectangle to integer screen coordinates
2477 ix1 = (int)(x1 - 1.0f);
2478 iy1 = vid.height - (int)(y2 - 1.0f);
2479 ix2 = (int)(x2 + 1.0f);
2480 iy2 = vid.height - (int)(y1 + 1.0f);
2481 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
2483 // clamp it to the screen
2484 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
2485 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
2486 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
2487 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
2489 // if it is inside out, it's not visible
2490 if (ix2 <= ix1 || iy2 <= iy1)
2493 // the light area is visible, set up the scissor rectangle
2494 r_shadow_lightscissor[0] = ix1;
2495 r_shadow_lightscissor[1] = iy1;
2496 r_shadow_lightscissor[2] = ix2 - ix1;
2497 r_shadow_lightscissor[3] = iy2 - iy1;
2499 r_refdef.stats.lights_scissored++;
2503 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
2505 const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2506 const float *normal3f = rsurface.normal3f + 3 * firstvertex;
2507 float *color4f = rsurface.array_color4f + 4 * firstvertex;
2508 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2509 switch (r_shadow_rendermode)
2511 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2512 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2513 if (VectorLength2(diffusecolor) > 0)
2515 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2517 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2518 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2519 if ((dot = DotProduct(n, v)) < 0)
2521 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2522 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2525 VectorCopy(ambientcolor, color4f);
2526 if (r_refdef.fogenabled)
2529 f = RSurf_FogVertex(vertex3f);
2530 VectorScale(color4f, f, color4f);
2537 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2539 VectorCopy(ambientcolor, color4f);
2540 if (r_refdef.fogenabled)
2543 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2544 f = RSurf_FogVertex(vertex3f);
2545 VectorScale(color4f, f, color4f);
2551 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2552 if (VectorLength2(diffusecolor) > 0)
2554 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2556 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2557 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2559 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2560 if ((dot = DotProduct(n, v)) < 0)
2562 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2563 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2564 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2565 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2569 color4f[0] = ambientcolor[0] * distintensity;
2570 color4f[1] = ambientcolor[1] * distintensity;
2571 color4f[2] = ambientcolor[2] * distintensity;
2573 if (r_refdef.fogenabled)
2576 f = RSurf_FogVertex(vertex3f);
2577 VectorScale(color4f, f, color4f);
2581 VectorClear(color4f);
2587 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2589 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2590 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2592 color4f[0] = ambientcolor[0] * distintensity;
2593 color4f[1] = ambientcolor[1] * distintensity;
2594 color4f[2] = ambientcolor[2] * distintensity;
2595 if (r_refdef.fogenabled)
2598 f = RSurf_FogVertex(vertex3f);
2599 VectorScale(color4f, f, color4f);
2603 VectorClear(color4f);
2608 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2609 if (VectorLength2(diffusecolor) > 0)
2611 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2613 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2614 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2616 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2617 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2618 if ((dot = DotProduct(n, v)) < 0)
2620 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2621 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2622 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2623 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2627 color4f[0] = ambientcolor[0] * distintensity;
2628 color4f[1] = ambientcolor[1] * distintensity;
2629 color4f[2] = ambientcolor[2] * distintensity;
2631 if (r_refdef.fogenabled)
2634 f = RSurf_FogVertex(vertex3f);
2635 VectorScale(color4f, f, color4f);
2639 VectorClear(color4f);
2645 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2647 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2648 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2650 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2651 color4f[0] = ambientcolor[0] * distintensity;
2652 color4f[1] = ambientcolor[1] * distintensity;
2653 color4f[2] = ambientcolor[2] * distintensity;
2654 if (r_refdef.fogenabled)
2657 f = RSurf_FogVertex(vertex3f);
2658 VectorScale(color4f, f, color4f);
2662 VectorClear(color4f);
2672 static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2674 // used to display how many times a surface is lit for level design purposes
2675 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2678 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
2680 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2681 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
2682 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2684 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2686 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2687 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2689 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2693 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2700 int newnumtriangles;
2704 int maxtriangles = 4096;
2705 static int newelements[4096*3];
2706 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2707 for (renders = 0;renders < 4;renders++)
2712 newnumtriangles = 0;
2714 // due to low fillrate on the cards this vertex lighting path is
2715 // designed for, we manually cull all triangles that do not
2716 // contain a lit vertex
2717 // this builds batches of triangles from multiple surfaces and
2718 // renders them at once
2719 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2721 if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2723 if (newnumtriangles)
2725 newfirstvertex = min(newfirstvertex, e[0]);
2726 newlastvertex = max(newlastvertex, e[0]);
2730 newfirstvertex = e[0];
2731 newlastvertex = e[0];
2733 newfirstvertex = min(newfirstvertex, e[1]);
2734 newlastvertex = max(newlastvertex, e[1]);
2735 newfirstvertex = min(newfirstvertex, e[2]);
2736 newlastvertex = max(newlastvertex, e[2]);
2742 if (newnumtriangles >= maxtriangles)
2744 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2745 newnumtriangles = 0;
2751 if (newnumtriangles >= 1)
2753 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2756 // if we couldn't find any lit triangles, exit early
2759 // now reduce the intensity for the next overbright pass
2760 // we have to clamp to 0 here incase the drivers have improper
2761 // handling of negative colors
2762 // (some old drivers even have improper handling of >1 color)
2764 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2766 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2768 c[0] = max(0, c[0] - 1);
2769 c[1] = max(0, c[1] - 1);
2770 c[2] = max(0, c[2] - 1);
2782 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolor, float ambientscale, float diffusescale)
2784 // OpenGL 1.1 path (anything)
2785 float ambientcolorbase[3], diffusecolorbase[3];
2786 float ambientcolorpants[3], diffusecolorpants[3];
2787 float ambientcolorshirt[3], diffusecolorshirt[3];
2788 const float *surfacecolor = rsurface.texture->dlightcolor;
2789 const float *surfacepants = rsurface.colormap_pantscolor;
2790 const float *surfaceshirt = rsurface.colormap_shirtcolor;
2791 rtexture_t *basetexture = rsurface.texture->basetexture;
2792 rtexture_t *pantstexture = rsurface.texture->pantstexture;
2793 rtexture_t *shirttexture = rsurface.texture->shirttexture;
2794 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2795 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2796 ambientscale *= 2 * r_refdef.view.colorscale;
2797 diffusescale *= 2 * r_refdef.view.colorscale;
2798 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2799 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2800 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2801 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2802 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2803 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2804 R_Mesh_TexBind(0, basetexture);
2805 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2806 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2807 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2808 switch(r_shadow_rendermode)
2810 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2811 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
2812 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2813 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2814 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2816 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2817 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
2818 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2819 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2820 R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2822 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2823 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
2824 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2825 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2826 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2828 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2833 //R_Mesh_TexBind(0, basetexture);
2834 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
2837 R_Mesh_TexBind(0, pantstexture);
2838 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
2842 R_Mesh_TexBind(0, shirttexture);
2843 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
2847 extern cvar_t gl_lightmaps;
2848 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2850 float ambientscale, diffusescale, specularscale;
2852 float lightcolor[3];
2853 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2854 ambientscale = rsurface.rtlight->ambientscale;
2855 diffusescale = rsurface.rtlight->diffusescale;
2856 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2857 if (!r_shadow_usenormalmap.integer)
2859 ambientscale += 1.0f * diffusescale;
2863 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2865 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2868 VectorNegate(lightcolor, lightcolor);
2869 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2871 RSurf_SetupDepthAndCulling();
2872 switch (r_shadow_rendermode)
2874 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2875 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2876 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2878 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2879 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolor, ambientscale, diffusescale, specularscale);
2881 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2882 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2883 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2884 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2885 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolor, ambientscale, diffusescale);
2888 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2892 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2895 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2897 matrix4x4_t tempmatrix = *matrix;
2898 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2900 // if this light has been compiled before, free the associated data
2901 R_RTLight_Uncompile(rtlight);
2903 // clear it completely to avoid any lingering data
2904 memset(rtlight, 0, sizeof(*rtlight));
2906 // copy the properties
2907 rtlight->matrix_lighttoworld = tempmatrix;
2908 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2909 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2910 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2911 VectorCopy(color, rtlight->color);
2912 rtlight->cubemapname[0] = 0;
2913 if (cubemapname && cubemapname[0])
2914 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2915 rtlight->shadow = shadow;
2916 rtlight->corona = corona;
2917 rtlight->style = style;
2918 rtlight->isstatic = isstatic;
2919 rtlight->coronasizescale = coronasizescale;
2920 rtlight->ambientscale = ambientscale;
2921 rtlight->diffusescale = diffusescale;
2922 rtlight->specularscale = specularscale;
2923 rtlight->flags = flags;
2925 // compute derived data
2926 //rtlight->cullradius = rtlight->radius;
2927 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2928 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2929 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2930 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2931 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2932 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2933 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2936 // compiles rtlight geometry
2937 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2938 void R_RTLight_Compile(rtlight_t *rtlight)
2941 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
2942 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
2943 entity_render_t *ent = r_refdef.scene.worldentity;
2944 dp_model_t *model = r_refdef.scene.worldmodel;
2945 unsigned char *data;
2948 // compile the light
2949 rtlight->compiled = true;
2950 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
2951 rtlight->static_numleafs = 0;
2952 rtlight->static_numleafpvsbytes = 0;
2953 rtlight->static_leaflist = NULL;
2954 rtlight->static_leafpvs = NULL;
2955 rtlight->static_numsurfaces = 0;
2956 rtlight->static_surfacelist = NULL;
2957 rtlight->static_shadowmap_receivers = 0x3F;
2958 rtlight->static_shadowmap_casters = 0x3F;
2959 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2960 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2961 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2962 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2963 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2964 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2966 if (model && model->GetLightInfo)
2968 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
2969 r_shadow_compilingrtlight = rtlight;
2970 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
2971 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2972 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
2973 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
2974 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
2975 rtlight->static_numsurfaces = numsurfaces;
2976 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2977 rtlight->static_numleafs = numleafs;
2978 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2979 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2980 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2981 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
2982 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
2983 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
2984 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
2985 if (rtlight->static_numsurfaces)
2986 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2987 if (rtlight->static_numleafs)
2988 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2989 if (rtlight->static_numleafpvsbytes)
2990 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2991 if (rtlight->static_numshadowtrispvsbytes)
2992 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
2993 if (rtlight->static_numlighttrispvsbytes)
2994 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
2995 switch (rtlight->shadowmode)
2997 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2998 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2999 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
3000 if (model->CompileShadowMap && rtlight->shadow)
3001 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3004 if (model->CompileShadowVolume && rtlight->shadow)
3005 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3008 // now we're done compiling the rtlight
3009 r_shadow_compilingrtlight = NULL;
3013 // use smallest available cullradius - box radius or light radius
3014 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3015 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3017 shadowzpasstris = 0;
3018 if (rtlight->static_meshchain_shadow_zpass)
3019 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3020 shadowzpasstris += mesh->numtriangles;
3022 shadowzfailtris = 0;
3023 if (rtlight->static_meshchain_shadow_zfail)
3024 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3025 shadowzfailtris += mesh->numtriangles;
3028 if (rtlight->static_numlighttrispvsbytes)
3029 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3030 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3034 if (rtlight->static_numlighttrispvsbytes)
3035 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3036 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3039 if (developer_extra.integer)
3040 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3043 void R_RTLight_Uncompile(rtlight_t *rtlight)
3045 if (rtlight->compiled)
3047 if (rtlight->static_meshchain_shadow_zpass)
3048 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3049 rtlight->static_meshchain_shadow_zpass = NULL;
3050 if (rtlight->static_meshchain_shadow_zfail)
3051 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3052 rtlight->static_meshchain_shadow_zfail = NULL;
3053 if (rtlight->static_meshchain_shadow_shadowmap)
3054 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3055 rtlight->static_meshchain_shadow_shadowmap = NULL;
3056 // these allocations are grouped
3057 if (rtlight->static_surfacelist)
3058 Mem_Free(rtlight->static_surfacelist);
3059 rtlight->static_numleafs = 0;
3060 rtlight->static_numleafpvsbytes = 0;
3061 rtlight->static_leaflist = NULL;
3062 rtlight->static_leafpvs = NULL;
3063 rtlight->static_numsurfaces = 0;
3064 rtlight->static_surfacelist = NULL;
3065 rtlight->static_numshadowtrispvsbytes = 0;
3066 rtlight->static_shadowtrispvs = NULL;
3067 rtlight->static_numlighttrispvsbytes = 0;
3068 rtlight->static_lighttrispvs = NULL;
3069 rtlight->compiled = false;
3073 void R_Shadow_UncompileWorldLights(void)
3077 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3078 for (lightindex = 0;lightindex < range;lightindex++)
3080 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3083 R_RTLight_Uncompile(&light->rtlight);
3087 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3091 // reset the count of frustum planes
3092 // see rtlight->cached_frustumplanes definition for how much this array
3094 rtlight->cached_numfrustumplanes = 0;
3096 // haven't implemented a culling path for ortho rendering
3097 if (!r_refdef.view.useperspective)
3099 // check if the light is on screen and copy the 4 planes if it is
3100 for (i = 0;i < 4;i++)
3101 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3104 for (i = 0;i < 4;i++)
3105 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3110 // generate a deformed frustum that includes the light origin, this is
3111 // used to cull shadow casting surfaces that can not possibly cast a
3112 // shadow onto the visible light-receiving surfaces, which can be a
3115 // if the light origin is onscreen the result will be 4 planes exactly
3116 // if the light origin is offscreen on only one axis the result will
3117 // be exactly 5 planes (split-side case)
3118 // if the light origin is offscreen on two axes the result will be
3119 // exactly 4 planes (stretched corner case)
3120 for (i = 0;i < 4;i++)
3122 // quickly reject standard frustum planes that put the light
3123 // origin outside the frustum
3124 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3127 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3129 // if all the standard frustum planes were accepted, the light is onscreen
3130 // otherwise we need to generate some more planes below...
3131 if (rtlight->cached_numfrustumplanes < 4)
3133 // at least one of the stock frustum planes failed, so we need to
3134 // create one or two custom planes to enclose the light origin
3135 for (i = 0;i < 4;i++)
3137 // create a plane using the view origin and light origin, and a
3138 // single point from the frustum corner set
3139 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3140 VectorNormalize(plane.normal);
3141 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3142 // see if this plane is backwards and flip it if so
3143 for (j = 0;j < 4;j++)
3144 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3148 VectorNegate(plane.normal, plane.normal);
3150 // flipped plane, test again to see if it is now valid
3151 for (j = 0;j < 4;j++)
3152 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3154 // if the plane is still not valid, then it is dividing the
3155 // frustum and has to be rejected
3159 // we have created a valid plane, compute extra info
3160 PlaneClassify(&plane);
3162 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3164 // if we've found 5 frustum planes then we have constructed a
3165 // proper split-side case and do not need to keep searching for
3166 // planes to enclose the light origin
3167 if (rtlight->cached_numfrustumplanes == 5)
3175 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3177 plane = rtlight->cached_frustumplanes[i];
3178 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
3183 // now add the light-space box planes if the light box is rotated, as any
3184 // caster outside the oriented light box is irrelevant (even if it passed
3185 // the worldspace light box, which is axial)
3186 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3188 for (i = 0;i < 6;i++)
3192 v[i >> 1] = (i & 1) ? -1 : 1;
3193 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3194 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3195 plane.dist = VectorNormalizeLength(plane.normal);
3196 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3197 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3203 // add the world-space reduced box planes
3204 for (i = 0;i < 6;i++)
3206 VectorClear(plane.normal);
3207 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3208 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3209 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3218 // reduce all plane distances to tightly fit the rtlight cull box, which
3220 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3221 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3222 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3223 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3224 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3225 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3226 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3227 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3228 oldnum = rtlight->cached_numfrustumplanes;
3229 rtlight->cached_numfrustumplanes = 0;
3230 for (j = 0;j < oldnum;j++)
3232 // find the nearest point on the box to this plane
3233 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3234 for (i = 1;i < 8;i++)
3236 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3237 if (bestdist > dist)
3240 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3241 // if the nearest point is near or behind the plane, we want this
3242 // plane, otherwise the plane is useless as it won't cull anything
3243 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3245 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3246 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3253 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3257 RSurf_ActiveWorldEntity();
3259 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3262 GL_CullFace(GL_NONE);
3263 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3264 for (;mesh;mesh = mesh->next)
3266 if (!mesh->sidetotals[r_shadow_shadowmapside])
3268 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3269 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3270 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3274 else if (r_refdef.scene.worldentity->model)
3275 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3277 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3280 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3282 qboolean zpass = false;
3285 int surfacelistindex;
3286 msurface_t *surface;
3288 RSurf_ActiveWorldEntity();
3290 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3293 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3295 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3296 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3298 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3299 for (;mesh;mesh = mesh->next)
3301 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3302 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3303 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3305 // increment stencil if frontface is infront of depthbuffer
3306 GL_CullFace(r_refdef.view.cullface_back);
3307 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
3308 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3309 // decrement stencil if backface is infront of depthbuffer
3310 GL_CullFace(r_refdef.view.cullface_front);
3311 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
3313 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3315 // decrement stencil if backface is behind depthbuffer
3316 GL_CullFace(r_refdef.view.cullface_front);
3317 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
3318 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3319 // increment stencil if frontface is behind depthbuffer
3320 GL_CullFace(r_refdef.view.cullface_back);
3321 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
3323 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3327 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3329 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3330 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3331 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3333 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3334 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3335 if (CHECKPVSBIT(trispvs, t))
3336 shadowmarklist[numshadowmark++] = t;
3338 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3340 else if (numsurfaces)
3341 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3343 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3346 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3348 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3349 vec_t relativeshadowradius;
3350 RSurf_ActiveModelEntity(ent, false, false, false);
3351 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3352 // we need to re-init the shader for each entity because the matrix changed
3353 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3354 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3355 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3356 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3357 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3358 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3359 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3360 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
3362 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3365 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3366 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3369 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3371 // set up properties for rendering light onto this entity
3372 RSurf_ActiveModelEntity(ent, true, true, false);
3373 GL_AlphaTest(false);
3374 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3375 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3376 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3377 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3380 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3382 if (!r_refdef.scene.worldmodel->DrawLight)
3385 // set up properties for rendering light onto this entity
3386 RSurf_ActiveWorldEntity();
3387 GL_AlphaTest(false);
3388 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3389 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3390 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3391 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3393 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3395 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3398 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3400 dp_model_t *model = ent->model;
3401 if (!model->DrawLight)
3404 R_Shadow_SetupEntityLight(ent);
3406 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3408 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3411 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3415 int numleafs, numsurfaces;
3416 int *leaflist, *surfacelist;
3417 unsigned char *leafpvs;
3418 unsigned char *shadowtrispvs;
3419 unsigned char *lighttrispvs;
3420 //unsigned char *surfacesides;
3421 int numlightentities;
3422 int numlightentities_noselfshadow;
3423 int numshadowentities;
3424 int numshadowentities_noselfshadow;
3425 static entity_render_t *lightentities[MAX_EDICTS];
3426 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3427 static entity_render_t *shadowentities[MAX_EDICTS];
3428 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3430 rtlight->draw = false;
3432 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3433 // skip lights that are basically invisible (color 0 0 0)
3434 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
3437 // loading is done before visibility checks because loading should happen
3438 // all at once at the start of a level, not when it stalls gameplay.
3439 // (especially important to benchmarks)
3441 if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3443 if (rtlight->compiled)
3444 R_RTLight_Uncompile(rtlight);
3445 R_RTLight_Compile(rtlight);
3449 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3451 // look up the light style value at this time
3452 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3453 VectorScale(rtlight->color, f, rtlight->currentcolor);
3455 if (rtlight->selected)
3457 f = 2 + sin(realtime * M_PI * 4.0);
3458 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3462 // if lightstyle is currently off, don't draw the light
3463 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3466 // if the light box is offscreen, skip it
3467 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3470 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3471 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3473 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3475 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3477 // compiled light, world available and can receive realtime lighting
3478 // retrieve leaf information
3479 numleafs = rtlight->static_numleafs;
3480 leaflist = rtlight->static_leaflist;
3481 leafpvs = rtlight->static_leafpvs;
3482 numsurfaces = rtlight->static_numsurfaces;
3483 surfacelist = rtlight->static_surfacelist;
3484 //surfacesides = NULL;
3485 shadowtrispvs = rtlight->static_shadowtrispvs;
3486 lighttrispvs = rtlight->static_lighttrispvs;
3488 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3490 // dynamic light, world available and can receive realtime lighting
3491 // calculate lit surfaces and leafs
3492 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
3493 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3494 leaflist = r_shadow_buffer_leaflist;
3495 leafpvs = r_shadow_buffer_leafpvs;
3496 surfacelist = r_shadow_buffer_surfacelist;
3497 //surfacesides = r_shadow_buffer_surfacesides;
3498 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3499 lighttrispvs = r_shadow_buffer_lighttrispvs;
3500 // if the reduced leaf bounds are offscreen, skip it
3501 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3512 //surfacesides = NULL;
3513 shadowtrispvs = NULL;
3514 lighttrispvs = NULL;
3516 // check if light is illuminating any visible leafs
3519 for (i = 0;i < numleafs;i++)
3520 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3526 // make a list of lit entities and shadow casting entities
3527 numlightentities = 0;
3528 numlightentities_noselfshadow = 0;
3529 numshadowentities = 0;
3530 numshadowentities_noselfshadow = 0;
3532 // add dynamic entities that are lit by the light
3533 for (i = 0;i < r_refdef.scene.numentities;i++)
3536 entity_render_t *ent = r_refdef.scene.entities[i];
3538 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3540 // skip the object entirely if it is not within the valid
3541 // shadow-casting region (which includes the lit region)
3542 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3544 if (!(model = ent->model))
3546 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3548 // this entity wants to receive light, is visible, and is
3549 // inside the light box
3550 // TODO: check if the surfaces in the model can receive light
3551 // so now check if it's in a leaf seen by the light
3552 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3554 if (ent->flags & RENDER_NOSELFSHADOW)
3555 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3557 lightentities[numlightentities++] = ent;
3558 // since it is lit, it probably also casts a shadow...
3559 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3560 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3561 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3563 // note: exterior models without the RENDER_NOSELFSHADOW
3564 // flag still create a RENDER_NOSELFSHADOW shadow but
3565 // are lit normally, this means that they are
3566 // self-shadowing but do not shadow other
3567 // RENDER_NOSELFSHADOW entities such as the gun
3568 // (very weird, but keeps the player shadow off the gun)
3569 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3570 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3572 shadowentities[numshadowentities++] = ent;
3575 else if (ent->flags & RENDER_SHADOW)
3577 // this entity is not receiving light, but may still need to
3579 // TODO: check if the surfaces in the model can cast shadow
3580 // now check if it is in a leaf seen by the light
3581 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3583 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3584 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3585 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3587 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3588 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3590 shadowentities[numshadowentities++] = ent;
3595 // return if there's nothing at all to light
3596 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3599 // count this light in the r_speeds
3600 r_refdef.stats.lights++;
3602 // flag it as worth drawing later
3603 rtlight->draw = true;
3605 // cache all the animated entities that cast a shadow but are not visible
3606 for (i = 0;i < numshadowentities;i++)
3607 if (!shadowentities[i]->animcache_vertex3f)
3608 R_AnimCache_GetEntity(shadowentities[i], false, false);
3609 for (i = 0;i < numshadowentities_noselfshadow;i++)
3610 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3611 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3613 // allocate some temporary memory for rendering this light later in the frame
3614 // reusable buffers need to be copied, static data can be used as-is
3615 rtlight->cached_numlightentities = numlightentities;
3616 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
3617 rtlight->cached_numshadowentities = numshadowentities;
3618 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3619 rtlight->cached_numsurfaces = numsurfaces;
3620 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3621 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3622 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3623 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3624 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3626 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3627 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3628 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3629 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3630 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3634 // compiled light data
3635 rtlight->cached_shadowtrispvs = shadowtrispvs;
3636 rtlight->cached_lighttrispvs = lighttrispvs;
3637 rtlight->cached_surfacelist = surfacelist;
3641 void R_Shadow_DrawLight(rtlight_t *rtlight)
3645 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3646 int numlightentities;
3647 int numlightentities_noselfshadow;
3648 int numshadowentities;
3649 int numshadowentities_noselfshadow;
3650 entity_render_t **lightentities;
3651 entity_render_t **lightentities_noselfshadow;
3652 entity_render_t **shadowentities;
3653 entity_render_t **shadowentities_noselfshadow;
3655 static unsigned char entitysides[MAX_EDICTS];
3656 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3657 vec3_t nearestpoint;
3659 qboolean castshadows;
3662 // check if we cached this light this frame (meaning it is worth drawing)
3666 // if R_FrameData_Store ran out of space we skip anything dependent on it
3667 if (r_framedata_failed)
3670 numlightentities = rtlight->cached_numlightentities;
3671 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3672 numshadowentities = rtlight->cached_numshadowentities;
3673 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3674 numsurfaces = rtlight->cached_numsurfaces;
3675 lightentities = rtlight->cached_lightentities;
3676 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3677 shadowentities = rtlight->cached_shadowentities;
3678 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3679 shadowtrispvs = rtlight->cached_shadowtrispvs;
3680 lighttrispvs = rtlight->cached_lighttrispvs;
3681 surfacelist = rtlight->cached_surfacelist;
3683 // set up a scissor rectangle for this light
3684 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3687 // don't let sound skip if going slow
3688 if (r_refdef.scene.extraupdate)
3691 // make this the active rtlight for rendering purposes
3692 R_Shadow_RenderMode_ActiveLight(rtlight);
3694 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3696 // optionally draw visible shape of the shadow volumes
3697 // for performance analysis by level designers
3698 R_Shadow_RenderMode_VisibleShadowVolumes();
3700 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3701 for (i = 0;i < numshadowentities;i++)
3702 R_Shadow_DrawEntityShadow(shadowentities[i]);
3703 for (i = 0;i < numshadowentities_noselfshadow;i++)
3704 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3705 R_Shadow_RenderMode_VisibleLighting(false, false);
3708 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3710 // optionally draw the illuminated areas
3711 // for performance analysis by level designers
3712 R_Shadow_RenderMode_VisibleLighting(false, false);
3714 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3715 for (i = 0;i < numlightentities;i++)
3716 R_Shadow_DrawEntityLight(lightentities[i]);
3717 for (i = 0;i < numlightentities_noselfshadow;i++)
3718 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3721 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3723 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3724 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3725 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3726 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3728 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3729 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3730 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3732 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3738 int receivermask = 0;
3739 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3740 Matrix4x4_Abs(&radiustolight);
3742 r_shadow_shadowmaplod = 0;
3743 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3744 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3745 r_shadow_shadowmaplod = i;
3747 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
3748 size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
3750 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3752 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3754 surfacesides = NULL;
3757 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3759 castermask = rtlight->static_shadowmap_casters;
3760 receivermask = rtlight->static_shadowmap_receivers;
3764 surfacesides = r_shadow_buffer_surfacesides;
3765 for(i = 0;i < numsurfaces;i++)
3767 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3768 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3769 castermask |= surfacesides[i];
3770 receivermask |= surfacesides[i];
3774 if (receivermask < 0x3F)
3776 for (i = 0;i < numlightentities;i++)
3777 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3778 if (receivermask < 0x3F)
3779 for(i = 0; i < numlightentities_noselfshadow;i++)
3780 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3783 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3787 for (i = 0;i < numshadowentities;i++)
3788 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3789 for (i = 0;i < numshadowentities_noselfshadow;i++)
3790 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3793 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3795 // render shadow casters into 6 sided depth texture
3796 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3798 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
3799 if (! (castermask & (1 << side))) continue;
3801 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3802 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3803 R_Shadow_DrawEntityShadow(shadowentities[i]);
3806 if (numlightentities_noselfshadow)
3808 // render lighting using the depth texture as shadowmap
3809 // draw lighting in the unmasked areas
3810 R_Shadow_RenderMode_Lighting(false, false, true);
3811 for (i = 0;i < numlightentities_noselfshadow;i++)
3812 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3815 // render shadow casters into 6 sided depth texture
3816 if (numshadowentities_noselfshadow)
3818 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3820 R_Shadow_RenderMode_ShadowMap(side, 0, size);
3821 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3822 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3826 // render lighting using the depth texture as shadowmap
3827 // draw lighting in the unmasked areas
3828 R_Shadow_RenderMode_Lighting(false, false, true);
3829 // draw lighting in the unmasked areas
3831 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3832 for (i = 0;i < numlightentities;i++)
3833 R_Shadow_DrawEntityLight(lightentities[i]);
3835 else if (castshadows && vid.stencil)
3837 // draw stencil shadow volumes to mask off pixels that are in shadow
3838 // so that they won't receive lighting
3839 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3840 R_Shadow_ClearStencil();
3843 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3844 for (i = 0;i < numshadowentities;i++)
3845 R_Shadow_DrawEntityShadow(shadowentities[i]);
3847 // draw lighting in the unmasked areas
3848 R_Shadow_RenderMode_Lighting(true, false, false);
3849 for (i = 0;i < numlightentities_noselfshadow;i++)
3850 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3852 for (i = 0;i < numshadowentities_noselfshadow;i++)
3853 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3855 // draw lighting in the unmasked areas
3856 R_Shadow_RenderMode_Lighting(true, false, false);
3858 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3859 for (i = 0;i < numlightentities;i++)
3860 R_Shadow_DrawEntityLight(lightentities[i]);
3864 // draw lighting in the unmasked areas
3865 R_Shadow_RenderMode_Lighting(false, false, false);
3867 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3868 for (i = 0;i < numlightentities;i++)
3869 R_Shadow_DrawEntityLight(lightentities[i]);
3870 for (i = 0;i < numlightentities_noselfshadow;i++)
3871 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3874 if (r_shadow_usingdeferredprepass)
3876 // when rendering deferred lighting, we simply rasterize the box
3877 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3878 R_Shadow_RenderMode_DrawDeferredLight(false, true);
3879 else if (castshadows && vid.stencil)
3880 R_Shadow_RenderMode_DrawDeferredLight(true, false);
3882 R_Shadow_RenderMode_DrawDeferredLight(false, false);
3886 static void R_Shadow_FreeDeferred(void)
3888 if (r_shadow_prepassgeometryfbo)
3889 qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
3890 r_shadow_prepassgeometryfbo = 0;
3892 if (r_shadow_prepasslightingfbo)
3893 qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
3894 r_shadow_prepasslightingfbo = 0;
3896 if (r_shadow_prepassgeometrydepthtexture)
3897 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
3898 r_shadow_prepassgeometrydepthtexture = NULL;
3900 if (r_shadow_prepassgeometrynormalmaptexture)
3901 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
3902 r_shadow_prepassgeometrynormalmaptexture = NULL;
3904 if (r_shadow_prepasslightingdiffusetexture)
3905 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
3906 r_shadow_prepasslightingdiffusetexture = NULL;
3908 if (r_shadow_prepasslightingspeculartexture)
3909 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
3910 r_shadow_prepasslightingspeculartexture = NULL;
3913 void R_Shadow_DrawPrepass(void)
3921 entity_render_t *ent;
3923 GL_AlphaTest(false);
3924 R_Mesh_ColorPointer(NULL, 0, 0);
3925 R_Mesh_ResetTextureState();
3927 GL_ColorMask(1,1,1,1);
3928 GL_BlendFunc(GL_ONE, GL_ZERO);
3931 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
3932 qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
3933 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
3935 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
3936 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
3937 if (r_timereport_active)
3938 R_TimeReport("prepassworld");
3940 for (i = 0;i < r_refdef.scene.numentities;i++)
3942 if (!r_refdef.viewcache.entityvisible[i])
3944 ent = r_refdef.scene.entities[i];
3945 if (ent->model && ent->model->DrawPrepass != NULL)
3946 ent->model->DrawPrepass(ent);
3949 if (r_timereport_active)
3950 R_TimeReport("prepassmodels");
3952 GL_DepthMask(false);
3953 GL_ColorMask(1,1,1,1);
3956 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
3957 qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
3958 GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3959 if (r_refdef.fogenabled)
3960 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
3962 R_Shadow_RenderMode_Begin();
3964 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3965 if (r_shadow_debuglight.integer >= 0)
3967 lightindex = r_shadow_debuglight.integer;
3968 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3969 if (light && (light->flags & flag))
3970 R_Shadow_DrawLight(&light->rtlight);
3974 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3975 for (lightindex = 0;lightindex < range;lightindex++)
3977 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3978 if (light && (light->flags & flag))
3979 R_Shadow_DrawLight(&light->rtlight);
3982 if (r_refdef.scene.rtdlight)
3983 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3984 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
3986 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
3987 if (r_refdef.fogenabled)
3988 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
3990 R_Shadow_RenderMode_End();
3992 if (r_timereport_active)
3993 R_TimeReport("prepasslights");
3996 void R_Shadow_DrawLightSprites(void);
3997 void R_Shadow_PrepareLights(void)
4007 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4008 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4009 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) ||
4010 r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
4011 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4012 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4013 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4014 R_Shadow_FreeShadowMaps();
4016 switch (vid.renderpath)
4018 case RENDERPATH_GL20:
4019 case RENDERPATH_CGGL:
4020 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4022 r_shadow_usingdeferredprepass = false;
4023 if (r_shadow_prepass_width)
4024 R_Shadow_FreeDeferred();
4025 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4029 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4031 R_Shadow_FreeDeferred();
4033 r_shadow_usingdeferredprepass = true;
4034 r_shadow_prepass_width = vid.width;
4035 r_shadow_prepass_height = vid.height;
4036 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4037 r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4038 r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4039 r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4041 // set up the geometry pass fbo (depth + normalmap)
4042 qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
4043 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
4044 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4045 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
4046 // render depth into one texture and normalmap into the other
4047 if (qglDrawBuffersARB)
4049 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4050 qglReadBuffer(GL_NONE);CHECKGLERROR
4052 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4053 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4055 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4056 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4057 r_shadow_usingdeferredprepass = false;
4060 // set up the lighting pass fbo (diffuse + specular)
4061 qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
4062 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4063 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4064 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
4065 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
4066 // render diffuse into one texture and specular into another,
4067 // with depth and normalmap bound as textures,
4068 // with depth bound as attachment as well
4069 if (qglDrawBuffersARB)
4071 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4072 qglReadBuffer(GL_NONE);CHECKGLERROR
4074 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4075 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4077 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4078 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4079 r_shadow_usingdeferredprepass = false;
4083 case RENDERPATH_GL13:
4084 case RENDERPATH_GL11:
4085 r_shadow_usingdeferredprepass = false;
4089 R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
4091 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4092 if (r_shadow_debuglight.integer >= 0)
4094 lightindex = r_shadow_debuglight.integer;
4095 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4096 if (light && (light->flags & flag))
4097 R_Shadow_PrepareLight(&light->rtlight);
4101 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4102 for (lightindex = 0;lightindex < range;lightindex++)
4104 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4105 if (light && (light->flags & flag))
4106 R_Shadow_PrepareLight(&light->rtlight);
4109 if (r_refdef.scene.rtdlight)
4111 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4112 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4114 else if(gl_flashblend.integer)
4116 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4118 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4119 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4120 VectorScale(rtlight->color, f, rtlight->currentcolor);
4124 if (r_editlights.integer)
4125 R_Shadow_DrawLightSprites();
4128 void R_Shadow_DrawLights(void)
4136 R_Shadow_RenderMode_Begin();
4138 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4139 if (r_shadow_debuglight.integer >= 0)
4141 lightindex = r_shadow_debuglight.integer;
4142 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4143 if (light && (light->flags & flag))
4144 R_Shadow_DrawLight(&light->rtlight);
4148 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4149 for (lightindex = 0;lightindex < range;lightindex++)
4151 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4152 if (light && (light->flags & flag))
4153 R_Shadow_DrawLight(&light->rtlight);
4156 if (r_refdef.scene.rtdlight)
4157 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4158 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4160 R_Shadow_RenderMode_End();
4163 extern const float r_screenvertex3f[12];
4164 extern void R_SetupView(qboolean allowwaterclippingplane);
4165 extern void R_ResetViewRendering3D(void);
4166 extern void R_ResetViewRendering2D(void);
4167 extern cvar_t r_shadows;
4168 extern cvar_t r_shadows_darken;
4169 extern cvar_t r_shadows_drawafterrtlighting;
4170 extern cvar_t r_shadows_castfrombmodels;
4171 extern cvar_t r_shadows_throwdistance;
4172 extern cvar_t r_shadows_throwdirection;
4173 void R_DrawModelShadows(void)
4176 float relativethrowdistance;
4177 entity_render_t *ent;
4178 vec3_t relativelightorigin;
4179 vec3_t relativelightdirection;
4180 vec3_t relativeshadowmins, relativeshadowmaxs;
4181 vec3_t tmp, shadowdir;
4183 if (!r_refdef.scene.numentities || !vid.stencil)
4187 R_ResetViewRendering3D();
4188 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4189 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4190 R_Shadow_RenderMode_Begin();
4191 R_Shadow_RenderMode_ActiveLight(NULL);
4192 r_shadow_lightscissor[0] = r_refdef.view.x;
4193 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4194 r_shadow_lightscissor[2] = r_refdef.view.width;
4195 r_shadow_lightscissor[3] = r_refdef.view.height;
4196 R_Shadow_RenderMode_StencilShadowVolumes(false);
4199 if (r_shadows.integer == 2)
4201 Math_atov(r_shadows_throwdirection.string, shadowdir);
4202 VectorNormalize(shadowdir);
4205 R_Shadow_ClearStencil();
4207 for (i = 0;i < r_refdef.scene.numentities;i++)
4209 ent = r_refdef.scene.entities[i];
4211 // cast shadows from anything of the map (submodels are optional)
4212 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4214 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4215 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4216 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4217 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4218 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4221 if(ent->entitynumber != 0)
4223 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4224 int entnum, entnum2, recursion;
4225 entnum = entnum2 = ent->entitynumber;
4226 for(recursion = 32; recursion > 0; --recursion)
4228 entnum2 = cl.entities[entnum].state_current.tagentity;
4229 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4234 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4236 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4237 // transform into modelspace of OUR entity
4238 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4239 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4242 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4245 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4248 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4249 RSurf_ActiveModelEntity(ent, false, false, false);
4250 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4251 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4255 // not really the right mode, but this will disable any silly stencil features
4256 R_Shadow_RenderMode_End();
4258 // set up ortho view for rendering this pass
4259 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4260 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4261 //GL_ScissorTest(true);
4262 //R_EntityMatrix(&identitymatrix);
4263 //R_Mesh_ResetTextureState();
4264 R_ResetViewRendering2D();
4265 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4266 R_Mesh_ColorPointer(NULL, 0, 0);
4267 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4269 // set up a darkening blend on shadowed areas
4270 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4271 //GL_DepthRange(0, 1);
4272 //GL_DepthTest(false);
4273 //GL_DepthMask(false);
4274 //GL_PolygonOffset(0, 0);CHECKGLERROR
4275 GL_Color(0, 0, 0, r_shadows_darken.value);
4276 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4277 //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
4278 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
4279 qglStencilMask(255);CHECKGLERROR
4280 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4281 qglStencilFunc(GL_NOTEQUAL, 128, 255);CHECKGLERROR
4283 // apply the blend to the shadowed areas
4284 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4286 // restore the viewport
4287 R_SetViewport(&r_refdef.view.viewport);
4289 // restore other state to normal
4290 //R_Shadow_RenderMode_End();
4293 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4296 vec3_t centerorigin;
4298 // if it's too close, skip it
4299 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4301 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4304 if (usequery && r_numqueries + 2 <= r_maxqueries)
4306 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4307 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4308 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
4309 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4312 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
4313 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4314 qglDepthFunc(GL_ALWAYS);
4315 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4316 R_Mesh_VertexPointer(vertex3f, 0, 0);
4317 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4318 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4319 qglDepthFunc(GL_LEQUAL);
4320 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4321 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4322 R_Mesh_VertexPointer(vertex3f, 0, 0);
4323 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4324 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4327 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4330 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4332 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4335 GLint allpixels = 0, visiblepixels = 0;
4336 // now we have to check the query result
4337 if (rtlight->corona_queryindex_visiblepixels)
4340 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4341 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4343 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4344 if (visiblepixels < 1 || allpixels < 1)
4346 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4347 cscale *= rtlight->corona_visibility;
4351 // FIXME: these traces should scan all render entities instead of cl.world
4352 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4355 VectorScale(rtlight->currentcolor, cscale, color);
4356 if (VectorLength(color) > (1.0f / 256.0f))
4359 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4362 VectorNegate(color, color);
4363 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4365 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4366 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4367 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4369 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4373 void R_Shadow_DrawCoronas(void)
4381 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4383 if (r_waterstate.renderingscene)
4385 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4386 R_EntityMatrix(&identitymatrix);
4388 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4390 // check occlusion of coronas
4391 // use GL_ARB_occlusion_query if available
4392 // otherwise use raytraces
4394 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4397 GL_ColorMask(0,0,0,0);
4398 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4399 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4402 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4403 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4405 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4408 RSurf_ActiveWorldEntity();
4409 GL_BlendFunc(GL_ONE, GL_ZERO);
4410 GL_CullFace(GL_NONE);
4411 GL_DepthMask(false);
4412 GL_DepthRange(0, 1);
4413 GL_PolygonOffset(0, 0);
4415 R_Mesh_ColorPointer(NULL, 0, 0);
4416 R_Mesh_ResetTextureState();
4417 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4419 for (lightindex = 0;lightindex < range;lightindex++)
4421 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4424 rtlight = &light->rtlight;
4425 rtlight->corona_visibility = 0;
4426 rtlight->corona_queryindex_visiblepixels = 0;
4427 rtlight->corona_queryindex_allpixels = 0;
4428 if (!(rtlight->flags & flag))
4430 if (rtlight->corona <= 0)
4432 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4434 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4436 for (i = 0;i < r_refdef.scene.numlights;i++)
4438 rtlight = r_refdef.scene.lights[i];
4439 rtlight->corona_visibility = 0;
4440 rtlight->corona_queryindex_visiblepixels = 0;
4441 rtlight->corona_queryindex_allpixels = 0;
4442 if (!(rtlight->flags & flag))
4444 if (rtlight->corona <= 0)
4446 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4449 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4451 // now draw the coronas using the query data for intensity info
4452 for (lightindex = 0;lightindex < range;lightindex++)
4454 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4457 rtlight = &light->rtlight;
4458 if (rtlight->corona_visibility <= 0)
4460 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4462 for (i = 0;i < r_refdef.scene.numlights;i++)
4464 rtlight = r_refdef.scene.lights[i];
4465 if (rtlight->corona_visibility <= 0)
4467 if (gl_flashblend.integer)
4468 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4470 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4476 dlight_t *R_Shadow_NewWorldLight(void)
4478 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4481 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
4484 // validate parameters
4485 if (style < 0 || style >= MAX_LIGHTSTYLES)
4487 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4493 // copy to light properties
4494 VectorCopy(origin, light->origin);
4495 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4496 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4497 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4499 light->color[0] = max(color[0], 0);
4500 light->color[1] = max(color[1], 0);
4501 light->color[2] = max(color[2], 0);
4503 light->color[0] = color[0];
4504 light->color[1] = color[1];
4505 light->color[2] = color[2];
4506 light->radius = max(radius, 0);
4507 light->style = style;
4508 light->shadow = shadowenable;
4509 light->corona = corona;
4510 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4511 light->coronasizescale = coronasizescale;
4512 light->ambientscale = ambientscale;
4513 light->diffusescale = diffusescale;
4514 light->specularscale = specularscale;
4515 light->flags = flags;
4517 // update renderable light data
4518 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4519 R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4522 void R_Shadow_FreeWorldLight(dlight_t *light)
4524 if (r_shadow_selectedlight == light)
4525 r_shadow_selectedlight = NULL;
4526 R_RTLight_Uncompile(&light->rtlight);
4527 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4530 void R_Shadow_ClearWorldLights(void)
4534 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4535 for (lightindex = 0;lightindex < range;lightindex++)
4537 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4539 R_Shadow_FreeWorldLight(light);
4541 r_shadow_selectedlight = NULL;
4544 void R_Shadow_SelectLight(dlight_t *light)
4546 if (r_shadow_selectedlight)
4547 r_shadow_selectedlight->selected = false;
4548 r_shadow_selectedlight = light;
4549 if (r_shadow_selectedlight)
4550 r_shadow_selectedlight->selected = true;
4553 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4555 // this is never batched (there can be only one)
4557 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
4558 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4559 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4562 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4567 skinframe_t *skinframe;
4570 // this is never batched (due to the ent parameter changing every time)
4571 // so numsurfaces == 1 and surfacelist[0] == lightnumber
4572 const dlight_t *light = (dlight_t *)ent;
4575 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
4578 VectorScale(light->color, intensity, spritecolor);
4579 if (VectorLength(spritecolor) < 0.1732f)
4580 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4581 if (VectorLength(spritecolor) > 1.0f)
4582 VectorNormalize(spritecolor);
4584 // draw light sprite
4585 if (light->cubemapname[0] && !light->shadow)
4586 skinframe = r_editlights_sprcubemapnoshadowlight;
4587 else if (light->cubemapname[0])
4588 skinframe = r_editlights_sprcubemaplight;
4589 else if (!light->shadow)
4590 skinframe = r_editlights_sprnoshadowlight;
4592 skinframe = r_editlights_sprlight;
4594 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4595 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4597 // draw selection sprite if light is selected
4598 if (light->selected)
4600 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4601 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4602 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4606 void R_Shadow_DrawLightSprites(void)
4610 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4611 for (lightindex = 0;lightindex < range;lightindex++)
4613 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4615 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4617 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4620 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
4625 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
4626 if (lightindex >= range)
4628 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4631 rtlight = &light->rtlight;
4632 //if (!(rtlight->flags & flag))
4634 VectorCopy(rtlight->shadoworigin, origin);
4635 *radius = rtlight->radius;
4636 VectorCopy(rtlight->color, color);
4640 void R_Shadow_SelectLightInView(void)
4642 float bestrating, rating, temp[3];
4646 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4649 for (lightindex = 0;lightindex < range;lightindex++)
4651 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4654 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4655 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4658 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4659 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4661 bestrating = rating;
4666 R_Shadow_SelectLight(best);
4669 void R_Shadow_LoadWorldLights(void)
4671 int n, a, style, shadow, flags;
4672 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4673 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4674 if (cl.worldmodel == NULL)
4676 Con_Print("No map loaded.\n");
4679 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4680 strlcat (name, ".rtlights", sizeof (name));
4681 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4691 for (;COM_Parse(t, true) && strcmp(
4692 if (COM_Parse(t, true))
4694 if (com_token[0] == '!')
4697 origin[0] = atof(com_token+1);
4700 origin[0] = atof(com_token);
4705 while (*s && *s != '\n' && *s != '\r')
4711 // check for modifier flags
4718 #if _MSC_VER >= 1400
4719 #define sscanf sscanf_s
4721 cubemapname[sizeof(cubemapname)-1] = 0;
4722 #if MAX_QPATH != 128
4723 #error update this code if MAX_QPATH changes
4725 a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
4726 #if _MSC_VER >= 1400
4727 , sizeof(cubemapname)
4729 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
4732 flags = LIGHTFLAG_REALTIMEMODE;
4740 coronasizescale = 0.25f;
4742 VectorClear(angles);
4745 if (a < 9 || !strcmp(cubemapname, "\"\""))
4747 // remove quotes on cubemapname
4748 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
4751 namelen = strlen(cubemapname) - 2;
4752 memmove(cubemapname, cubemapname + 1, namelen);
4753 cubemapname[namelen] = '\0';
4757 Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
4760 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4768 Con_Printf("invalid rtlights file \"%s\"\n", name);
4769 Mem_Free(lightsstring);
4773 void R_Shadow_SaveWorldLights(void)
4777 size_t bufchars, bufmaxchars;
4779 char name[MAX_QPATH];
4780 char line[MAX_INPUTLINE];
4781 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
4782 // I hate lines which are 3 times my screen size :( --blub
4785 if (cl.worldmodel == NULL)
4787 Con_Print("No map loaded.\n");
4790 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4791 strlcat (name, ".rtlights", sizeof (name));
4792 bufchars = bufmaxchars = 0;
4794 for (lightindex = 0;lightindex < range;lightindex++)
4796 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4799 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
4800 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4801 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
4802 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
4804 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
4805 if (bufchars + strlen(line) > bufmaxchars)
4807 bufmaxchars = bufchars + strlen(line) + 2048;
4809 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
4813 memcpy(buf, oldbuf, bufchars);
4819 memcpy(buf + bufchars, line, strlen(line));
4820 bufchars += strlen(line);
4824 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
4829 void R_Shadow_LoadLightsFile(void)
4832 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
4833 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
4834 if (cl.worldmodel == NULL)
4836 Con_Print("No map loaded.\n");
4839 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4840 strlcat (name, ".lights", sizeof (name));
4841 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4849 while (*s && *s != '\n' && *s != '\r')
4855 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);
4859 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);
4862 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
4863 radius = bound(15, radius, 4096);
4864 VectorScale(color, (2.0f / (8388608.0f)), color);
4865 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
4873 Con_Printf("invalid lights file \"%s\"\n", name);
4874 Mem_Free(lightsstring);
4878 // tyrlite/hmap2 light types in the delay field
4879 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
4881 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
4893 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
4894 char key[256], value[MAX_INPUTLINE];
4896 if (cl.worldmodel == NULL)
4898 Con_Print("No map loaded.\n");
4901 // try to load a .ent file first
4902 FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
4903 strlcat (key, ".ent", sizeof (key));
4904 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
4905 // and if that is not found, fall back to the bsp file entity string
4907 data = cl.worldmodel->brush.entities;
4910 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
4912 type = LIGHTTYPE_MINUSX;
4913 origin[0] = origin[1] = origin[2] = 0;
4914 originhack[0] = originhack[1] = originhack[2] = 0;
4915 angles[0] = angles[1] = angles[2] = 0;
4916 color[0] = color[1] = color[2] = 1;
4917 light[0] = light[1] = light[2] = 1;light[3] = 300;
4918 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
4928 if (!COM_ParseToken_Simple(&data, false, false))
4930 if (com_token[0] == '}')
4931 break; // end of entity
4932 if (com_token[0] == '_')
4933 strlcpy(key, com_token + 1, sizeof(key));
4935 strlcpy(key, com_token, sizeof(key));
4936 while (key[strlen(key)-1] == ' ') // remove trailing spaces
4937 key[strlen(key)-1] = 0;
4938 if (!COM_ParseToken_Simple(&data, false, false))
4940 strlcpy(value, com_token, sizeof(value));
4942 // now that we have the key pair worked out...
4943 if (!strcmp("light", key))
4945 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
4949 light[0] = vec[0] * (1.0f / 256.0f);
4950 light[1] = vec[0] * (1.0f / 256.0f);
4951 light[2] = vec[0] * (1.0f / 256.0f);
4957 light[0] = vec[0] * (1.0f / 255.0f);
4958 light[1] = vec[1] * (1.0f / 255.0f);
4959 light[2] = vec[2] * (1.0f / 255.0f);
4963 else if (!strcmp("delay", key))
4965 else if (!strcmp("origin", key))
4966 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
4967 else if (!strcmp("angle", key))
4968 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
4969 else if (!strcmp("angles", key))
4970 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
4971 else if (!strcmp("color", key))
4972 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
4973 else if (!strcmp("wait", key))
4974 fadescale = atof(value);
4975 else if (!strcmp("classname", key))
4977 if (!strncmp(value, "light", 5))
4980 if (!strcmp(value, "light_fluoro"))
4985 overridecolor[0] = 1;
4986 overridecolor[1] = 1;
4987 overridecolor[2] = 1;
4989 if (!strcmp(value, "light_fluorospark"))
4994 overridecolor[0] = 1;
4995 overridecolor[1] = 1;
4996 overridecolor[2] = 1;
4998 if (!strcmp(value, "light_globe"))
5003 overridecolor[0] = 1;
5004 overridecolor[1] = 0.8;
5005 overridecolor[2] = 0.4;
5007 if (!strcmp(value, "light_flame_large_yellow"))
5012 overridecolor[0] = 1;
5013 overridecolor[1] = 0.5;
5014 overridecolor[2] = 0.1;
5016 if (!strcmp(value, "light_flame_small_yellow"))
5021 overridecolor[0] = 1;
5022 overridecolor[1] = 0.5;
5023 overridecolor[2] = 0.1;
5025 if (!strcmp(value, "light_torch_small_white"))
5030 overridecolor[0] = 1;
5031 overridecolor[1] = 0.5;
5032 overridecolor[2] = 0.1;
5034 if (!strcmp(value, "light_torch_small_walltorch"))
5039 overridecolor[0] = 1;
5040 overridecolor[1] = 0.5;
5041 overridecolor[2] = 0.1;
5045 else if (!strcmp("style", key))
5046 style = atoi(value);
5047 else if (!strcmp("skin", key))
5048 skin = (int)atof(value);
5049 else if (!strcmp("pflags", key))
5050 pflags = (int)atof(value);
5051 //else if (!strcmp("effects", key))
5052 // effects = (int)atof(value);
5053 else if (cl.worldmodel->type == mod_brushq3)
5055 if (!strcmp("scale", key))
5056 lightscale = atof(value);
5057 if (!strcmp("fade", key))
5058 fadescale = atof(value);
5063 if (lightscale <= 0)
5067 if (color[0] == color[1] && color[0] == color[2])
5069 color[0] *= overridecolor[0];
5070 color[1] *= overridecolor[1];
5071 color[2] *= overridecolor[2];
5073 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5074 color[0] = color[0] * light[0];
5075 color[1] = color[1] * light[1];
5076 color[2] = color[2] * light[2];
5079 case LIGHTTYPE_MINUSX:
5081 case LIGHTTYPE_RECIPX:
5083 VectorScale(color, (1.0f / 16.0f), color);
5085 case LIGHTTYPE_RECIPXX:
5087 VectorScale(color, (1.0f / 16.0f), color);
5090 case LIGHTTYPE_NONE:
5094 case LIGHTTYPE_MINUSXX:
5097 VectorAdd(origin, originhack, origin);
5099 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5102 Mem_Free(entfiledata);
5106 void R_Shadow_SetCursorLocationForView(void)
5109 vec3_t dest, endpos;
5111 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5112 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5113 if (trace.fraction < 1)
5115 dist = trace.fraction * r_editlights_cursordistance.value;
5116 push = r_editlights_cursorpushback.value;
5120 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5121 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5125 VectorClear( endpos );
5127 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5128 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5129 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5132 void R_Shadow_UpdateWorldLightSelection(void)
5134 if (r_editlights.integer)
5136 R_Shadow_SetCursorLocationForView();
5137 R_Shadow_SelectLightInView();
5140 R_Shadow_SelectLight(NULL);
5143 void R_Shadow_EditLights_Clear_f(void)
5145 R_Shadow_ClearWorldLights();
5148 void R_Shadow_EditLights_Reload_f(void)
5152 strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
5153 R_Shadow_ClearWorldLights();
5154 R_Shadow_LoadWorldLights();
5155 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5157 R_Shadow_LoadLightsFile();
5158 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5159 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5163 void R_Shadow_EditLights_Save_f(void)
5167 R_Shadow_SaveWorldLights();
5170 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5172 R_Shadow_ClearWorldLights();
5173 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5176 void R_Shadow_EditLights_ImportLightsFile_f(void)
5178 R_Shadow_ClearWorldLights();
5179 R_Shadow_LoadLightsFile();
5182 void R_Shadow_EditLights_Spawn_f(void)
5185 if (!r_editlights.integer)
5187 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5190 if (Cmd_Argc() != 1)
5192 Con_Print("r_editlights_spawn does not take parameters\n");
5195 color[0] = color[1] = color[2] = 1;
5196 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5199 void R_Shadow_EditLights_Edit_f(void)
5201 vec3_t origin, angles, color;
5202 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5203 int style, shadows, flags, normalmode, realtimemode;
5204 char cubemapname[MAX_INPUTLINE];
5205 if (!r_editlights.integer)
5207 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5210 if (!r_shadow_selectedlight)
5212 Con_Print("No selected light.\n");
5215 VectorCopy(r_shadow_selectedlight->origin, origin);
5216 VectorCopy(r_shadow_selectedlight->angles, angles);
5217 VectorCopy(r_shadow_selectedlight->color, color);
5218 radius = r_shadow_selectedlight->radius;
5219 style = r_shadow_selectedlight->style;
5220 if (r_shadow_selectedlight->cubemapname)
5221 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5224 shadows = r_shadow_selectedlight->shadow;
5225 corona = r_shadow_selectedlight->corona;
5226 coronasizescale = r_shadow_selectedlight->coronasizescale;
5227 ambientscale = r_shadow_selectedlight->ambientscale;
5228 diffusescale = r_shadow_selectedlight->diffusescale;
5229 specularscale = r_shadow_selectedlight->specularscale;
5230 flags = r_shadow_selectedlight->flags;
5231 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5232 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5233 if (!strcmp(Cmd_Argv(1), "origin"))
5235 if (Cmd_Argc() != 5)
5237 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5240 origin[0] = atof(Cmd_Argv(2));
5241 origin[1] = atof(Cmd_Argv(3));
5242 origin[2] = atof(Cmd_Argv(4));
5244 else if (!strcmp(Cmd_Argv(1), "originx"))
5246 if (Cmd_Argc() != 3)
5248 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5251 origin[0] = atof(Cmd_Argv(2));
5253 else if (!strcmp(Cmd_Argv(1), "originy"))
5255 if (Cmd_Argc() != 3)
5257 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5260 origin[1] = atof(Cmd_Argv(2));
5262 else if (!strcmp(Cmd_Argv(1), "originz"))
5264 if (Cmd_Argc() != 3)
5266 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5269 origin[2] = atof(Cmd_Argv(2));
5271 else if (!strcmp(Cmd_Argv(1), "move"))
5273 if (Cmd_Argc() != 5)
5275 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5278 origin[0] += atof(Cmd_Argv(2));
5279 origin[1] += atof(Cmd_Argv(3));
5280 origin[2] += atof(Cmd_Argv(4));
5282 else if (!strcmp(Cmd_Argv(1), "movex"))
5284 if (Cmd_Argc() != 3)
5286 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5289 origin[0] += atof(Cmd_Argv(2));
5291 else if (!strcmp(Cmd_Argv(1), "movey"))
5293 if (Cmd_Argc() != 3)
5295 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5298 origin[1] += atof(Cmd_Argv(2));
5300 else if (!strcmp(Cmd_Argv(1), "movez"))
5302 if (Cmd_Argc() != 3)
5304 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5307 origin[2] += atof(Cmd_Argv(2));
5309 else if (!strcmp(Cmd_Argv(1), "angles"))
5311 if (Cmd_Argc() != 5)
5313 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5316 angles[0] = atof(Cmd_Argv(2));
5317 angles[1] = atof(Cmd_Argv(3));
5318 angles[2] = atof(Cmd_Argv(4));
5320 else if (!strcmp(Cmd_Argv(1), "anglesx"))
5322 if (Cmd_Argc() != 3)
5324 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5327 angles[0] = atof(Cmd_Argv(2));
5329 else if (!strcmp(Cmd_Argv(1), "anglesy"))
5331 if (Cmd_Argc() != 3)
5333 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5336 angles[1] = atof(Cmd_Argv(2));
5338 else if (!strcmp(Cmd_Argv(1), "anglesz"))
5340 if (Cmd_Argc() != 3)
5342 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5345 angles[2] = atof(Cmd_Argv(2));
5347 else if (!strcmp(Cmd_Argv(1), "color"))
5349 if (Cmd_Argc() != 5)
5351 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5354 color[0] = atof(Cmd_Argv(2));
5355 color[1] = atof(Cmd_Argv(3));
5356 color[2] = atof(Cmd_Argv(4));
5358 else if (!strcmp(Cmd_Argv(1), "radius"))
5360 if (Cmd_Argc() != 3)
5362 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5365 radius = atof(Cmd_Argv(2));
5367 else if (!strcmp(Cmd_Argv(1), "colorscale"))
5369 if (Cmd_Argc() == 3)
5371 double scale = atof(Cmd_Argv(2));
5378 if (Cmd_Argc() != 5)
5380 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
5383 color[0] *= atof(Cmd_Argv(2));
5384 color[1] *= atof(Cmd_Argv(3));
5385 color[2] *= atof(Cmd_Argv(4));
5388 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5390 if (Cmd_Argc() != 3)
5392 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5395 radius *= atof(Cmd_Argv(2));
5397 else if (!strcmp(Cmd_Argv(1), "style"))
5399 if (Cmd_Argc() != 3)
5401 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5404 style = atoi(Cmd_Argv(2));
5406 else if (!strcmp(Cmd_Argv(1), "cubemap"))
5410 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5413 if (Cmd_Argc() == 3)
5414 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5418 else if (!strcmp(Cmd_Argv(1), "shadows"))
5420 if (Cmd_Argc() != 3)
5422 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5425 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5427 else if (!strcmp(Cmd_Argv(1), "corona"))
5429 if (Cmd_Argc() != 3)
5431 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5434 corona = atof(Cmd_Argv(2));
5436 else if (!strcmp(Cmd_Argv(1), "coronasize"))
5438 if (Cmd_Argc() != 3)
5440 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5443 coronasizescale = atof(Cmd_Argv(2));
5445 else if (!strcmp(Cmd_Argv(1), "ambient"))
5447 if (Cmd_Argc() != 3)
5449 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5452 ambientscale = atof(Cmd_Argv(2));
5454 else if (!strcmp(Cmd_Argv(1), "diffuse"))
5456 if (Cmd_Argc() != 3)
5458 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5461 diffusescale = atof(Cmd_Argv(2));
5463 else if (!strcmp(Cmd_Argv(1), "specular"))
5465 if (Cmd_Argc() != 3)
5467 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5470 specularscale = atof(Cmd_Argv(2));
5472 else if (!strcmp(Cmd_Argv(1), "normalmode"))
5474 if (Cmd_Argc() != 3)
5476 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5479 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5481 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5483 if (Cmd_Argc() != 3)
5485 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5488 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5492 Con_Print("usage: r_editlights_edit [property] [value]\n");
5493 Con_Print("Selected light's properties:\n");
5494 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5495 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5496 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5497 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
5498 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
5499 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
5500 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5501 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
5502 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
5503 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
5504 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
5505 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
5506 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5507 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5510 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5511 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5514 void R_Shadow_EditLights_EditAll_f(void)
5520 if (!r_editlights.integer)
5522 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5526 // EditLights doesn't seem to have a "remove" command or something so:
5527 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5528 for (lightindex = 0;lightindex < range;lightindex++)
5530 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5533 R_Shadow_SelectLight(light);
5534 R_Shadow_EditLights_Edit_f();
5538 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5540 int lightnumber, lightcount;
5541 size_t lightindex, range;
5545 if (!r_editlights.integer)
5547 x = vid_conwidth.value - 240;
5549 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5552 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5553 for (lightindex = 0;lightindex < range;lightindex++)
5555 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5558 if (light == r_shadow_selectedlight)
5559 lightnumber = lightindex;
5562 dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5563 dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5565 if (r_shadow_selectedlight == NULL)
5567 dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5568 dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5569 dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5570 dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5571 dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5572 dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5573 dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5574 dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5575 dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5576 dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5577 dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5578 dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5579 dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5580 dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5581 dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5584 void R_Shadow_EditLights_ToggleShadow_f(void)
5586 if (!r_editlights.integer)
5588 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5591 if (!r_shadow_selectedlight)
5593 Con_Print("No selected light.\n");
5596 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
5599 void R_Shadow_EditLights_ToggleCorona_f(void)
5601 if (!r_editlights.integer)
5603 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5606 if (!r_shadow_selectedlight)
5608 Con_Print("No selected light.\n");
5611 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
5614 void R_Shadow_EditLights_Remove_f(void)
5616 if (!r_editlights.integer)
5618 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
5621 if (!r_shadow_selectedlight)
5623 Con_Print("No selected light.\n");
5626 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5627 r_shadow_selectedlight = NULL;
5630 void R_Shadow_EditLights_Help_f(void)
5633 "Documentation on r_editlights system:\n"
5635 "r_editlights : enable/disable editing mode\n"
5636 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5637 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5638 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5639 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5640 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5642 "r_editlights_help : this help\n"
5643 "r_editlights_clear : remove all lights\n"
5644 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5645 "r_editlights_save : save to .rtlights file\n"
5646 "r_editlights_spawn : create a light with default settings\n"
5647 "r_editlights_edit command : edit selected light - more documentation below\n"
5648 "r_editlights_remove : remove selected light\n"
5649 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5650 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5651 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5653 "origin x y z : set light location\n"
5654 "originx x: set x component of light location\n"
5655 "originy y: set y component of light location\n"
5656 "originz z: set z component of light location\n"
5657 "move x y z : adjust light location\n"
5658 "movex x: adjust x component of light location\n"
5659 "movey y: adjust y component of light location\n"
5660 "movez z: adjust z component of light location\n"
5661 "angles x y z : set light angles\n"
5662 "anglesx x: set x component of light angles\n"
5663 "anglesy y: set y component of light angles\n"
5664 "anglesz z: set z component of light angles\n"
5665 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5666 "radius radius : set radius (size) of light\n"
5667 "colorscale grey : multiply color of light (1 does nothing)\n"
5668 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5669 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5670 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5671 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5672 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5673 "shadows 1/0 : turn on/off shadows\n"
5674 "corona n : set corona intensity\n"
5675 "coronasize n : set corona size (0-1)\n"
5676 "ambient n : set ambient intensity (0-1)\n"
5677 "diffuse n : set diffuse intensity (0-1)\n"
5678 "specular n : set specular intensity (0-1)\n"
5679 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
5680 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
5681 "<nothing> : print light properties to console\n"
5685 void R_Shadow_EditLights_CopyInfo_f(void)
5687 if (!r_editlights.integer)
5689 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
5692 if (!r_shadow_selectedlight)
5694 Con_Print("No selected light.\n");
5697 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
5698 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
5699 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
5700 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
5701 if (r_shadow_selectedlight->cubemapname)
5702 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
5704 r_shadow_bufferlight.cubemapname[0] = 0;
5705 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
5706 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
5707 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
5708 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
5709 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
5710 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
5711 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
5714 void R_Shadow_EditLights_PasteInfo_f(void)
5716 if (!r_editlights.integer)
5718 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
5721 if (!r_shadow_selectedlight)
5723 Con_Print("No selected light.\n");
5726 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
5729 void R_Shadow_EditLights_Init(void)
5731 Cvar_RegisterVariable(&r_editlights);
5732 Cvar_RegisterVariable(&r_editlights_cursordistance);
5733 Cvar_RegisterVariable(&r_editlights_cursorpushback);
5734 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
5735 Cvar_RegisterVariable(&r_editlights_cursorgrid);
5736 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
5737 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
5738 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
5739 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
5740 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
5741 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
5742 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
5743 Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
5744 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
5745 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
5746 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
5747 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
5748 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
5749 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
5750 Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
5756 =============================================================================
5760 =============================================================================
5763 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
5765 VectorClear(diffusecolor);
5766 VectorClear(diffusenormal);
5768 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
5770 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
5771 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
5774 VectorSet(ambientcolor, 1, 1, 1);
5781 for (i = 0;i < r_refdef.scene.numlights;i++)
5783 light = r_refdef.scene.lights[i];
5784 Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
5785 f = 1 - VectorLength2(v);
5786 if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
5787 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);