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_shadowstage_e
148 R_SHADOWSTAGE_STENCIL,
149 R_SHADOWSTAGE_STENCILTWOSIDE,
150 R_SHADOWSTAGE_LIGHT_VERTEX,
151 R_SHADOWSTAGE_LIGHT_DOT3,
152 R_SHADOWSTAGE_LIGHT_GLSL,
153 R_SHADOWSTAGE_VISIBLEVOLUMES,
154 R_SHADOWSTAGE_VISIBLELIGHTING,
158 r_shadowstage_t r_shadowstage = R_SHADOWSTAGE_NONE;
160 mempool_t *r_shadow_mempool;
162 int maxshadowelements;
176 int r_shadow_buffer_numleafpvsbytes;
177 qbyte *r_shadow_buffer_leafpvs;
178 int *r_shadow_buffer_leaflist;
180 int r_shadow_buffer_numsurfacepvsbytes;
181 qbyte *r_shadow_buffer_surfacepvs;
182 int *r_shadow_buffer_surfacelist;
184 rtexturepool_t *r_shadow_texturepool;
185 rtexture_t *r_shadow_attenuation2dtexture;
186 rtexture_t *r_shadow_attenuation3dtexture;
188 // lights are reloaded when this changes
189 char r_shadow_mapname[MAX_QPATH];
191 // used only for light filters (cubemaps)
192 rtexturepool_t *r_shadow_filters_texturepool;
194 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
195 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
196 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
197 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"};
198 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
199 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
200 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
201 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
202 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
203 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
204 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
205 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
206 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1"};
207 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0"};
208 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
209 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
210 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
211 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
212 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
213 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
214 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
215 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
216 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
217 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
218 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
219 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
220 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
221 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
222 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0"};
223 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"};
224 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"};
225 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0"};
226 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"};
227 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
228 cvar_t r_editlights = {0, "r_editlights", "0"};
229 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
230 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"};
231 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"};
232 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"};
233 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
235 float r_shadow_attenpower, r_shadow_attenscale;
237 rtlight_t *r_shadow_compilingrtlight;
238 dlight_t *r_shadow_worldlightchain;
239 dlight_t *r_shadow_selectedlight;
240 dlight_t r_shadow_bufferlight;
241 vec3_t r_editlights_cursorlocation;
243 rtexture_t *lighttextures[5];
245 extern int con_vislines;
247 typedef struct cubemapinfo_s
254 #define MAX_CUBEMAPS 256
255 static int numcubemaps;
256 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
258 #define SHADERPERMUTATION_SPECULAR (1<<0)
259 #define SHADERPERMUTATION_FOG (1<<1)
260 #define SHADERPERMUTATION_CUBEFILTER (1<<2)
261 #define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
262 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<4)
263 #define SHADERPERMUTATION_GEFORCEFX (1<<5)
264 #define SHADERPERMUTATION_COUNT (1<<6)
266 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
268 void R_Shadow_UncompileWorldLights(void);
269 void R_Shadow_ClearWorldLights(void);
270 void R_Shadow_SaveWorldLights(void);
271 void R_Shadow_LoadWorldLights(void);
272 void R_Shadow_LoadLightsFile(void);
273 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
274 void R_Shadow_EditLights_Reload_f(void);
275 void R_Shadow_ValidateCvars(void);
276 static void R_Shadow_MakeTextures(void);
277 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
279 const char *builtinshader_light_vert =
280 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
281 "// written by Forest 'LordHavoc' Hale\n"
283 "// use half floats if available for math performance\n"
285 "#define myhalf half\n"
286 "#define myhvec2 hvec2\n"
287 "#define myhvec3 hvec3\n"
288 "#define myhvec4 hvec4\n"
290 "#define myhalf float\n"
291 "#define myhvec2 vec2\n"
292 "#define myhvec3 vec3\n"
293 "#define myhvec4 vec4\n"
296 "uniform vec3 LightPosition;\n"
298 "varying vec2 TexCoord;\n"
299 "varying myhvec3 CubeVector;\n"
300 "varying vec3 LightVector;\n"
302 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
303 "uniform vec3 EyePosition;\n"
304 "varying vec3 EyeVector;\n"
307 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
311 " // copy the surface texcoord\n"
312 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
314 " // transform vertex position into light attenuation/cubemap space\n"
315 " // (-1 to +1 across the light box)\n"
316 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
318 " // transform unnormalized light direction into tangent space\n"
319 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
320 " // normalize it per pixel)\n"
321 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
322 " LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
323 " LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
324 " LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
326 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
327 " // transform unnormalized eye direction into tangent space\n"
328 " vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
329 " EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
330 " EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
331 " EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
334 " // transform vertex to camera space, using ftransform to match non-VS\n"
336 " gl_Position = ftransform();\n"
340 const char *builtinshader_light_frag =
341 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
342 "// written by Forest 'LordHavoc' Hale\n"
344 "// use half floats if available for math performance\n"
346 "#define myhalf half\n"
347 "#define myhvec2 hvec2\n"
348 "#define myhvec3 hvec3\n"
349 "#define myhvec4 hvec4\n"
351 "#define myhalf float\n"
352 "#define myhvec2 vec2\n"
353 "#define myhvec3 vec3\n"
354 "#define myhvec4 vec4\n"
357 "uniform myhvec3 LightColor;\n"
358 "#ifdef USEOFFSETMAPPING\n"
359 "uniform myhalf OffsetMapping_Scale;\n"
360 "uniform myhalf OffsetMapping_Bias;\n"
362 "#ifdef USESPECULAR\n"
363 "uniform myhalf SpecularPower;\n"
366 "uniform myhalf FogRangeRecip;\n"
368 "uniform myhalf AmbientScale;\n"
369 "uniform myhalf DiffuseScale;\n"
370 "#ifdef USESPECULAR\n"
371 "uniform myhalf SpecularScale;\n"
374 "uniform sampler2D Texture_Normal;\n"
375 "uniform sampler2D Texture_Color;\n"
376 "#ifdef USESPECULAR\n"
377 "uniform sampler2D Texture_Gloss;\n"
379 "#ifdef USECUBEFILTER\n"
380 "uniform samplerCube Texture_Cube;\n"
383 "uniform sampler2D Texture_FogMask;\n"
386 "varying vec2 TexCoord;\n"
387 "varying myhvec3 CubeVector;\n"
388 "varying vec3 LightVector;\n"
389 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
390 "varying vec3 EyeVector;\n"
397 " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
398 " // center and sharp falloff at the edge, this is about the most efficient\n"
399 " // we can get away with as far as providing illumination.\n"
401 " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
402 " // provide significant illumination, large = slow = pain.\n"
403 " myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
407 " colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
410 "#ifdef USEOFFSETMAPPING\n"
411 " // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
412 " myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
413 " myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
414 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
415 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
416 "#define TexCoord TexCoordOffset\n"
419 " // get the surface normal\n"
420 "#ifdef SURFACENORMALIZE\n"
421 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
423 " myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
426 " // calculate shading\n"
427 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
428 " myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
429 "#ifdef USESPECULAR\n"
430 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
431 " color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
434 "#ifdef USECUBEFILTER\n"
435 " // apply light cubemap filter\n"
436 " color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
439 " // calculate fragment color (apply light color and attenuation/fog scaling)\n"
440 " gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
444 void r_shadow_start(void)
447 // use half float math where available (speed gain on NVIDIA GFFX and GF6)
448 if (gl_support_half_float)
449 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
450 // allocate vertex processing arrays
452 r_shadow_attenuation2dtexture = NULL;
453 r_shadow_attenuation3dtexture = NULL;
454 r_shadow_texturepool = NULL;
455 r_shadow_filters_texturepool = NULL;
456 R_Shadow_ValidateCvars();
457 R_Shadow_MakeTextures();
458 maxshadowelements = 0;
459 shadowelements = NULL;
467 shadowmarklist = NULL;
469 r_shadow_buffer_numleafpvsbytes = 0;
470 r_shadow_buffer_leafpvs = NULL;
471 r_shadow_buffer_leaflist = NULL;
472 r_shadow_buffer_numsurfacepvsbytes = 0;
473 r_shadow_buffer_surfacepvs = NULL;
474 r_shadow_buffer_surfacelist = NULL;
475 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
476 r_shadow_program_light[i] = 0;
477 if (gl_support_fragment_shader)
479 char *vertstring, *fragstring;
480 int vertstrings_count;
481 int fragstrings_count;
482 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
483 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
484 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false);
485 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false);
486 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
488 vertstrings_count = 0;
489 fragstrings_count = 0;
490 if (i & SHADERPERMUTATION_SPECULAR)
492 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
493 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
495 if (i & SHADERPERMUTATION_FOG)
497 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
498 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
500 if (i & SHADERPERMUTATION_CUBEFILTER)
502 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
503 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
505 if (i & SHADERPERMUTATION_OFFSETMAPPING)
507 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
508 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
510 if (i & SHADERPERMUTATION_SURFACENORMALIZE)
512 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
513 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
515 if (i & SHADERPERMUTATION_GEFORCEFX)
517 // if the extension does not exist, don't try to compile it
518 if (!gl_support_half_float)
520 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
521 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
523 vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
524 fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
525 r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
526 if (!r_shadow_program_light[i])
528 Con_Printf("permutation %s %s %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", i & 16 ? "surfacenormalize" : "", i & 32 ? "geforcefx" : "", "glsl/light");
531 qglUseProgramObjectARB(r_shadow_program_light[i]);
532 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
533 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
534 if (i & SHADERPERMUTATION_SPECULAR)
536 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
538 if (i & SHADERPERMUTATION_CUBEFILTER)
540 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
542 if (i & SHADERPERMUTATION_FOG)
544 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
547 qglUseProgramObjectARB(0);
549 Mem_Free(fragstring);
551 Mem_Free(vertstring);
555 void r_shadow_shutdown(void)
558 R_Shadow_UncompileWorldLights();
559 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
561 if (r_shadow_program_light[i])
563 GL_Backend_FreeProgram(r_shadow_program_light[i]);
564 r_shadow_program_light[i] = 0;
568 r_shadow_attenuation2dtexture = NULL;
569 r_shadow_attenuation3dtexture = NULL;
570 R_FreeTexturePool(&r_shadow_texturepool);
571 R_FreeTexturePool(&r_shadow_filters_texturepool);
572 maxshadowelements = 0;
574 Mem_Free(shadowelements);
575 shadowelements = NULL;
578 Mem_Free(vertexupdate);
581 Mem_Free(vertexremap);
587 Mem_Free(shadowmark);
590 Mem_Free(shadowmarklist);
591 shadowmarklist = NULL;
593 r_shadow_buffer_numleafpvsbytes = 0;
594 if (r_shadow_buffer_leafpvs)
595 Mem_Free(r_shadow_buffer_leafpvs);
596 r_shadow_buffer_leafpvs = NULL;
597 if (r_shadow_buffer_leaflist)
598 Mem_Free(r_shadow_buffer_leaflist);
599 r_shadow_buffer_leaflist = NULL;
600 r_shadow_buffer_numsurfacepvsbytes = 0;
601 if (r_shadow_buffer_surfacepvs)
602 Mem_Free(r_shadow_buffer_surfacepvs);
603 r_shadow_buffer_surfacepvs = NULL;
604 if (r_shadow_buffer_surfacelist)
605 Mem_Free(r_shadow_buffer_surfacelist);
606 r_shadow_buffer_surfacelist = NULL;
609 void r_shadow_newmap(void)
613 void R_Shadow_Help_f(void)
616 "Documentation on r_shadow system:\n"
618 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
619 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
620 "r_shadow_debuglight : render only this light number (-1 = all)\n"
621 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
622 "r_shadow_gloss2intensity : brightness of forced gloss\n"
623 "r_shadow_glossintensity : brightness of textured gloss\n"
624 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
625 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
626 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
627 "r_shadow_portallight : use portal visibility for static light precomputation\n"
628 "r_shadow_projectdistance : shadow volume projection distance\n"
629 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
630 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
631 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
632 "r_shadow_realtime_world : use high quality world lighting mode\n"
633 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
634 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
635 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
636 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
637 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
638 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
639 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
640 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
641 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
642 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
643 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
644 "r_shadow_scissor : use scissor optimization\n"
645 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
646 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
647 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
648 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
649 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
650 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
652 "r_shadow_help : this help\n"
656 void R_Shadow_Init(void)
658 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
659 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
660 Cvar_RegisterVariable(&r_shadow_debuglight);
661 Cvar_RegisterVariable(&r_shadow_gloss);
662 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
663 Cvar_RegisterVariable(&r_shadow_glossintensity);
664 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
665 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
666 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
667 Cvar_RegisterVariable(&r_shadow_portallight);
668 Cvar_RegisterVariable(&r_shadow_projectdistance);
669 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
670 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
671 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
672 Cvar_RegisterVariable(&r_shadow_realtime_world);
673 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
674 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
675 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
676 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
677 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
678 Cvar_RegisterVariable(&r_shadow_scissor);
679 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
680 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
681 Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
682 Cvar_RegisterVariable(&r_shadow_texture3d);
683 Cvar_RegisterVariable(&r_shadow_visiblelighting);
684 Cvar_RegisterVariable(&r_shadow_visiblevolumes);
685 Cvar_RegisterVariable(&r_shadow_glsl);
686 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
687 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
688 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
689 Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
690 Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
691 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
692 if (gamemode == GAME_TENEBRAE)
694 Cvar_SetValue("r_shadow_gloss", 2);
695 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
697 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
698 R_Shadow_EditLights_Init();
699 r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
700 r_shadow_worldlightchain = NULL;
701 maxshadowelements = 0;
702 shadowelements = NULL;
710 shadowmarklist = NULL;
712 r_shadow_buffer_numleafpvsbytes = 0;
713 r_shadow_buffer_leafpvs = NULL;
714 r_shadow_buffer_leaflist = NULL;
715 r_shadow_buffer_numsurfacepvsbytes = 0;
716 r_shadow_buffer_surfacepvs = NULL;
717 r_shadow_buffer_surfacelist = NULL;
718 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
721 matrix4x4_t matrix_attenuationxyz =
724 {0.5, 0.0, 0.0, 0.5},
725 {0.0, 0.5, 0.0, 0.5},
726 {0.0, 0.0, 0.5, 0.5},
731 matrix4x4_t matrix_attenuationz =
734 {0.0, 0.0, 0.5, 0.5},
735 {0.0, 0.0, 0.0, 0.5},
736 {0.0, 0.0, 0.0, 0.5},
741 int *R_Shadow_ResizeShadowElements(int numtris)
743 // make sure shadowelements is big enough for this volume
744 if (maxshadowelements < numtris * 24)
746 maxshadowelements = numtris * 24;
748 Mem_Free(shadowelements);
749 shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
751 return shadowelements;
754 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
756 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
757 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
758 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
760 if (r_shadow_buffer_leafpvs)
761 Mem_Free(r_shadow_buffer_leafpvs);
762 if (r_shadow_buffer_leaflist)
763 Mem_Free(r_shadow_buffer_leaflist);
764 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
765 r_shadow_buffer_leafpvs = (qbyte *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
766 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
768 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
770 if (r_shadow_buffer_surfacepvs)
771 Mem_Free(r_shadow_buffer_surfacepvs);
772 if (r_shadow_buffer_surfacelist)
773 Mem_Free(r_shadow_buffer_surfacelist);
774 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
775 r_shadow_buffer_surfacepvs = (qbyte *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
776 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
780 void R_Shadow_PrepareShadowMark(int numtris)
782 // make sure shadowmark is big enough for this volume
783 if (maxshadowmark < numtris)
785 maxshadowmark = numtris;
787 Mem_Free(shadowmark);
789 Mem_Free(shadowmarklist);
790 shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
791 shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
795 // if shadowmarkcount wrapped we clear the array and adjust accordingly
796 if (shadowmarkcount == 0)
799 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
804 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
807 int outtriangles = 0, outvertices = 0;
811 if (maxvertexupdate < innumvertices)
813 maxvertexupdate = innumvertices;
815 Mem_Free(vertexupdate);
817 Mem_Free(vertexremap);
818 vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
819 vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
823 if (vertexupdatenum == 0)
826 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
827 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
830 for (i = 0;i < numshadowmarktris;i++)
831 shadowmark[shadowmarktris[i]] = shadowmarkcount;
833 for (i = 0;i < numshadowmarktris;i++)
835 element = inelement3i + shadowmarktris[i] * 3;
836 // make sure the vertices are created
837 for (j = 0;j < 3;j++)
839 if (vertexupdate[element[j]] != vertexupdatenum)
841 float ratio, direction[3];
842 vertexupdate[element[j]] = vertexupdatenum;
843 vertexremap[element[j]] = outvertices;
844 vertex = invertex3f + element[j] * 3;
845 // project one copy of the vertex to the sphere radius of the light
846 // (FIXME: would projecting it to the light box be better?)
847 VectorSubtract(vertex, projectorigin, direction);
848 ratio = projectdistance / VectorLength(direction);
849 VectorCopy(vertex, outvertex3f);
850 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
857 for (i = 0;i < numshadowmarktris;i++)
859 int remappedelement[3];
861 const int *neighbortriangle;
863 markindex = shadowmarktris[i] * 3;
864 element = inelement3i + markindex;
865 neighbortriangle = inneighbor3i + markindex;
866 // output the front and back triangles
867 outelement3i[0] = vertexremap[element[0]];
868 outelement3i[1] = vertexremap[element[1]];
869 outelement3i[2] = vertexremap[element[2]];
870 outelement3i[3] = vertexremap[element[2]] + 1;
871 outelement3i[4] = vertexremap[element[1]] + 1;
872 outelement3i[5] = vertexremap[element[0]] + 1;
876 // output the sides (facing outward from this triangle)
877 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
879 remappedelement[0] = vertexremap[element[0]];
880 remappedelement[1] = vertexremap[element[1]];
881 outelement3i[0] = remappedelement[1];
882 outelement3i[1] = remappedelement[0];
883 outelement3i[2] = remappedelement[0] + 1;
884 outelement3i[3] = remappedelement[1];
885 outelement3i[4] = remappedelement[0] + 1;
886 outelement3i[5] = remappedelement[1] + 1;
891 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
893 remappedelement[1] = vertexremap[element[1]];
894 remappedelement[2] = vertexremap[element[2]];
895 outelement3i[0] = remappedelement[2];
896 outelement3i[1] = remappedelement[1];
897 outelement3i[2] = remappedelement[1] + 1;
898 outelement3i[3] = remappedelement[2];
899 outelement3i[4] = remappedelement[1] + 1;
900 outelement3i[5] = remappedelement[2] + 1;
905 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
907 remappedelement[0] = vertexremap[element[0]];
908 remappedelement[2] = vertexremap[element[2]];
909 outelement3i[0] = remappedelement[0];
910 outelement3i[1] = remappedelement[2];
911 outelement3i[2] = remappedelement[2] + 1;
912 outelement3i[3] = remappedelement[0];
913 outelement3i[4] = remappedelement[2] + 1;
914 outelement3i[5] = remappedelement[0] + 1;
921 *outnumvertices = outvertices;
925 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
928 if (projectdistance < 0.1)
930 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
933 if (!numverts || !nummarktris)
935 // make sure shadowelements is big enough for this volume
936 if (maxshadowelements < nummarktris * 24)
937 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
938 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
939 renderstats.lights_dynamicshadowtriangles += tris;
940 R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
943 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
948 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
950 tend = firsttriangle + numtris;
951 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
952 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
953 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
955 // surface box entirely inside light box, no box cull
956 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
957 if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
958 shadowmarklist[numshadowmark++] = t;
962 // surface box not entirely inside light box, cull each triangle
963 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
965 v[0] = invertex3f + e[0] * 3;
966 v[1] = invertex3f + e[1] * 3;
967 v[2] = invertex3f + e[2] * 3;
968 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
969 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
970 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
971 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
972 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
973 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
974 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
975 shadowmarklist[numshadowmark++] = t;
980 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
983 if (r_shadow_compilingrtlight)
985 // if we're compiling an rtlight, capture the mesh
986 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
989 renderstats.lights_shadowtriangles += numtriangles;
990 memset(&m, 0, sizeof(m));
991 m.pointer_vertex = vertex3f;
993 GL_LockArrays(0, numvertices);
994 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
996 // decrement stencil if backface is behind depthbuffer
997 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
998 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
999 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1000 // increment stencil if frontface is behind depthbuffer
1001 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1002 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1004 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1005 GL_LockArrays(0, 0);
1008 static void R_Shadow_MakeTextures(void)
1011 float v[3], intensity;
1013 R_FreeTexturePool(&r_shadow_texturepool);
1014 r_shadow_texturepool = R_AllocTexturePool();
1015 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1016 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1017 #define ATTEN2DSIZE 64
1018 #define ATTEN3DSIZE 32
1019 data = (qbyte *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1020 for (y = 0;y < ATTEN2DSIZE;y++)
1022 for (x = 0;x < ATTEN2DSIZE;x++)
1024 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1025 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1027 intensity = 1.0f - sqrt(DotProduct(v, v));
1029 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1030 d = bound(0, intensity, 255);
1031 data[(y*ATTEN2DSIZE+x)*4+0] = d;
1032 data[(y*ATTEN2DSIZE+x)*4+1] = d;
1033 data[(y*ATTEN2DSIZE+x)*4+2] = d;
1034 data[(y*ATTEN2DSIZE+x)*4+3] = d;
1037 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1038 if (r_shadow_texture3d.integer)
1040 for (z = 0;z < ATTEN3DSIZE;z++)
1042 for (y = 0;y < ATTEN3DSIZE;y++)
1044 for (x = 0;x < ATTEN3DSIZE;x++)
1046 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1047 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1048 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1049 intensity = 1.0f - sqrt(DotProduct(v, v));
1051 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1052 d = bound(0, intensity, 255);
1053 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1054 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1055 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1056 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1060 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1065 void R_Shadow_ValidateCvars(void)
1067 if (r_shadow_texture3d.integer && !gl_texture3d)
1068 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1069 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1070 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1073 // light currently being rendered
1074 rtlight_t *r_shadow_rtlight;
1075 // light filter cubemap being used by the light
1076 static rtexture_t *r_shadow_lightcubemap;
1078 // this is the location of the eye in entity space
1079 static vec3_t r_shadow_entityeyeorigin;
1080 // this is the location of the light in entity space
1081 static vec3_t r_shadow_entitylightorigin;
1082 // this transforms entity coordinates to light filter cubemap coordinates
1083 // (also often used for other purposes)
1084 static matrix4x4_t r_shadow_entitytolight;
1085 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1086 // of attenuation texturing in full 3D (Z result often ignored)
1087 static matrix4x4_t r_shadow_entitytoattenuationxyz;
1088 // this transforms only the Z to S, and T is always 0.5
1089 static matrix4x4_t r_shadow_entitytoattenuationz;
1090 // rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
1091 static vec3_t r_shadow_entitylightcolorbase;
1092 // rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_pantscolor * ent->alpha
1093 static vec3_t r_shadow_entitylightcolorpants;
1094 // rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_shirtcolor * ent->alpha
1095 static vec3_t r_shadow_entitylightcolorshirt;
1097 static int r_shadow_lightpermutation;
1098 static int r_shadow_lightprog;
1100 void R_Shadow_Stage_Begin(void)
1104 R_Shadow_ValidateCvars();
1106 if (!r_shadow_attenuation2dtexture
1107 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1108 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1109 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1110 R_Shadow_MakeTextures();
1112 memset(&m, 0, sizeof(m));
1113 GL_BlendFunc(GL_ONE, GL_ZERO);
1114 GL_DepthMask(false);
1117 GL_Color(0, 0, 0, 1);
1118 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1119 qglEnable(GL_CULL_FACE);
1120 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1121 r_shadowstage = R_SHADOWSTAGE_NONE;
1124 void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight)
1126 r_shadow_rtlight = rtlight;
1129 void R_Shadow_Stage_Reset(void)
1132 if (gl_support_stenciltwoside)
1133 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1134 if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1136 qglUseProgramObjectARB(0);
1137 // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers
1138 qglBegin(GL_TRIANGLES);
1142 memset(&m, 0, sizeof(m));
1146 void R_Shadow_Stage_StencilShadowVolumes(void)
1148 R_Shadow_Stage_Reset();
1149 GL_Color(1, 1, 1, 1);
1150 GL_ColorMask(0, 0, 0, 0);
1151 GL_BlendFunc(GL_ONE, GL_ZERO);
1152 GL_DepthMask(false);
1154 qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1155 //if (r_shadow_shadow_polygonoffset.value != 0)
1157 // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1158 // qglEnable(GL_POLYGON_OFFSET_FILL);
1161 // qglDisable(GL_POLYGON_OFFSET_FILL);
1162 qglDepthFunc(GL_LESS);
1163 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1164 qglEnable(GL_STENCIL_TEST);
1165 qglStencilFunc(GL_ALWAYS, 128, ~0);
1166 if (gl_ext_stenciltwoside.integer)
1168 r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
1169 qglDisable(GL_CULL_FACE);
1170 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1171 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1173 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1174 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1176 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1180 r_shadowstage = R_SHADOWSTAGE_STENCIL;
1181 qglEnable(GL_CULL_FACE);
1183 // this is changed by every shadow render so its value here is unimportant
1184 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1186 GL_Clear(GL_STENCIL_BUFFER_BIT);
1187 renderstats.lights_clears++;
1190 void R_Shadow_Stage_Lighting(int stenciltest)
1193 R_Shadow_Stage_Reset();
1194 GL_BlendFunc(GL_ONE, GL_ONE);
1195 GL_DepthMask(false);
1197 qglPolygonOffset(0, 0);
1198 //qglDisable(GL_POLYGON_OFFSET_FILL);
1199 GL_Color(1, 1, 1, 1);
1200 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1201 qglDepthFunc(GL_EQUAL);
1202 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1203 qglEnable(GL_CULL_FACE);
1204 if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE)
1205 qglEnable(GL_STENCIL_TEST);
1207 qglDisable(GL_STENCIL_TEST);
1209 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1210 // only draw light where this geometry was already rendered AND the
1211 // stencil is 128 (values other than this mean shadow)
1212 qglStencilFunc(GL_EQUAL, 128, ~0);
1213 if (r_shadow_glsl.integer && r_shadow_program_light[0])
1215 r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL;
1216 memset(&m, 0, sizeof(m));
1217 m.pointer_vertex = varray_vertex3f;
1218 m.pointer_texcoord[0] = varray_texcoord2f[0];
1219 m.pointer_texcoord3f[1] = varray_svector3f;
1220 m.pointer_texcoord3f[2] = varray_tvector3f;
1221 m.pointer_texcoord3f[3] = varray_normal3f;
1222 m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal
1223 m.tex[1] = R_GetTexture(r_texture_white); // diffuse
1224 m.tex[2] = R_GetTexture(r_texture_white); // gloss
1225 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
1226 m.tex[4] = R_GetTexture(r_texture_fogattenuation); // fog
1227 //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
1229 GL_BlendFunc(GL_ONE, GL_ONE);
1230 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1232 r_shadow_lightpermutation = 0;
1233 // only add a feature to the permutation if that permutation exists
1234 // (otherwise it might end up not using a shader at all, which looks
1235 // worse than using less features)
1236 if (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1237 r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1238 if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1239 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1240 if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1241 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1242 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1243 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1244 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1245 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1246 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1247 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1248 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1249 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1250 // TODO: support fog (after renderer is converted to texture fog)
1251 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1253 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
1255 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1256 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1257 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1259 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1260 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
1262 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1263 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
1264 //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1266 // qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
1268 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1270 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1271 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1274 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1275 r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
1277 r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
1280 void R_Shadow_Stage_VisibleShadowVolumes(void)
1282 R_Shadow_Stage_Reset();
1283 GL_BlendFunc(GL_ONE, GL_ONE);
1284 GL_DepthMask(false);
1285 GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1286 qglPolygonOffset(0, 0);
1287 GL_Color(0.0, 0.0125, 0.1, 1);
1288 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1289 qglDepthFunc(GL_GEQUAL);
1290 qglCullFace(GL_FRONT); // this culls back
1291 qglDisable(GL_CULL_FACE);
1292 qglDisable(GL_STENCIL_TEST);
1293 r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES;
1296 void R_Shadow_Stage_VisibleLighting(int stenciltest)
1298 R_Shadow_Stage_Reset();
1299 GL_BlendFunc(GL_ONE, GL_ONE);
1300 GL_DepthMask(false);
1301 GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1302 qglPolygonOffset(0, 0);
1303 GL_Color(0.1, 0.0125, 0, 1);
1304 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1305 qglDepthFunc(GL_EQUAL);
1306 qglCullFace(GL_FRONT); // this culls back
1307 qglEnable(GL_CULL_FACE);
1309 qglEnable(GL_STENCIL_TEST);
1311 qglDisable(GL_STENCIL_TEST);
1312 r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING;
1315 void R_Shadow_Stage_End(void)
1317 R_Shadow_Stage_Reset();
1318 R_Shadow_Stage_ActiveLight(NULL);
1319 GL_BlendFunc(GL_ONE, GL_ZERO);
1322 qglPolygonOffset(0, 0);
1323 //qglDisable(GL_POLYGON_OFFSET_FILL);
1324 GL_Color(1, 1, 1, 1);
1325 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1326 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1327 qglDepthFunc(GL_LEQUAL);
1328 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1329 qglDisable(GL_STENCIL_TEST);
1330 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1331 if (gl_support_stenciltwoside)
1332 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1334 qglStencilFunc(GL_ALWAYS, 128, ~0);
1335 r_shadowstage = R_SHADOWSTAGE_NONE;
1338 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1340 int i, ix1, iy1, ix2, iy2;
1341 float x1, y1, x2, y2;
1344 mplane_t planes[11];
1345 float vertex3f[256*3];
1347 // if view is inside the light box, just say yes it's visible
1348 if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1350 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1354 // create a temporary brush describing the area the light can affect in worldspace
1355 VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1356 VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1357 VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1358 VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1359 VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1360 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1361 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1362 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1363 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1364 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1365 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1367 // turn the brush into a mesh
1368 memset(&mesh, 0, sizeof(rmesh_t));
1369 mesh.maxvertices = 256;
1370 mesh.vertex3f = vertex3f;
1371 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1372 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1374 // if that mesh is empty, the light is not visible at all
1375 if (!mesh.numvertices)
1378 if (!r_shadow_scissor.integer)
1381 // if that mesh is not empty, check what area of the screen it covers
1382 x1 = y1 = x2 = y2 = 0;
1384 for (i = 0;i < mesh.numvertices;i++)
1386 VectorCopy(mesh.vertex3f + i * 3, v);
1387 GL_TransformToScreen(v, v2);
1388 //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]);
1391 if (x1 > v2[0]) x1 = v2[0];
1392 if (x2 < v2[0]) x2 = v2[0];
1393 if (y1 > v2[1]) y1 = v2[1];
1394 if (y2 < v2[1]) y2 = v2[1];
1403 // now convert the scissor rectangle to integer screen coordinates
1408 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1410 // clamp it to the screen
1411 if (ix1 < r_view_x) ix1 = r_view_x;
1412 if (iy1 < r_view_y) iy1 = r_view_y;
1413 if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1414 if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1416 // if it is inside out, it's not visible
1417 if (ix2 <= ix1 || iy2 <= iy1)
1420 // the light area is visible, set up the scissor rectangle
1421 GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1422 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1423 //qglEnable(GL_SCISSOR_TEST);
1424 renderstats.lights_scissored++;
1428 extern float *rsurface_vertex3f;
1429 extern float *rsurface_svector3f;
1430 extern float *rsurface_tvector3f;
1431 extern float *rsurface_normal3f;
1432 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1434 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce, const vec3_t modelorg)
1436 int numverts = surface->num_vertices;
1437 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1438 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1439 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1440 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1441 if (r_textureunits.integer >= 3)
1443 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1445 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1446 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1447 if ((dot = DotProduct(n, v)) > 0)
1449 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1450 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
1451 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
1452 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
1455 float f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
1456 VectorScale(color4f, f, color4f);
1460 VectorClear(color4f);
1464 else if (r_textureunits.integer >= 2)
1466 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1468 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1469 if ((dist = fabs(v[2])) < 1)
1471 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1472 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1473 if ((dot = DotProduct(n, v)) > 0)
1475 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1476 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1477 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1478 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1482 color4f[0] = ambientcolor[0] * distintensity - reduce;
1483 color4f[1] = ambientcolor[1] * distintensity - reduce;
1484 color4f[2] = ambientcolor[2] * distintensity - reduce;
1488 float f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
1489 VectorScale(color4f, f, color4f);
1493 VectorClear(color4f);
1499 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1501 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1502 if ((dist = DotProduct(v, v)) < 1)
1505 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1506 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1507 if ((dot = DotProduct(n, v)) > 0)
1509 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1510 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1511 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1512 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1516 color4f[0] = ambientcolor[0] * distintensity - reduce;
1517 color4f[1] = ambientcolor[1] * distintensity - reduce;
1518 color4f[2] = ambientcolor[2] * distintensity - reduce;
1522 float f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
1523 VectorScale(color4f, f, color4f);
1527 VectorClear(color4f);
1533 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1534 #define USETEXMATRIX
1536 #ifndef USETEXMATRIX
1537 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1538 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1539 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1543 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1544 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1545 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1552 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1556 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1557 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1565 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1569 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1571 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1572 // the cubemap normalizes this for us
1573 out3f[0] = DotProduct(svector3f, lightdir);
1574 out3f[1] = DotProduct(tvector3f, lightdir);
1575 out3f[2] = DotProduct(normal3f, lightdir);
1579 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1582 float lightdir[3], eyedir[3], halfdir[3];
1583 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1585 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1586 VectorNormalize(lightdir);
1587 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1588 VectorNormalize(eyedir);
1589 VectorAdd(lightdir, eyedir, halfdir);
1590 // the cubemap normalizes this for us
1591 out3f[0] = DotProduct(svector3f, halfdir);
1592 out3f[1] = DotProduct(tvector3f, halfdir);
1593 out3f[2] = DotProduct(normal3f, halfdir);
1597 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1599 // used to display how many times a surface is lit for level design purposes
1600 int surfacelistindex;
1602 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1603 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1604 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1605 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1606 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1607 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1608 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1609 if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
1611 GL_Color(0.1, 0.025, 0, 1);
1612 memset(&m, 0, sizeof(m));
1614 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1616 const msurface_t *surface = surfacelist[surfacelistindex];
1617 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1618 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1619 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1620 GL_LockArrays(0, 0);
1624 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1626 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1627 int surfacelistindex;
1628 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1629 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1630 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1631 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1632 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1633 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1634 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1635 // TODO: add direct pants/shirt rendering
1636 if (doambientpants || dodiffusepants)
1637 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1638 if (doambientshirt || dodiffuseshirt)
1639 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1640 if (!doambientbase && !dodiffusebase && !dospecular)
1642 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1643 R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1644 R_Mesh_TexBind(1, R_GetTexture(basetexture));
1645 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1646 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1648 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1650 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1651 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1653 const msurface_t *surface = surfacelist[surfacelistindex];
1654 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1655 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1656 if (!rsurface_svector3f)
1658 rsurface_svector3f = varray_svector3f;
1659 rsurface_tvector3f = varray_tvector3f;
1660 rsurface_normal3f = varray_normal3f;
1661 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1663 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1664 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1665 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1666 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1667 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1668 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1669 GL_LockArrays(0, 0);
1673 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1675 // ARB path (any Geforce, any Radeon)
1676 int surfacelistindex;
1678 float color2[3], colorscale;
1680 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1681 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1682 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1683 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1684 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1685 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1686 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1687 // TODO: add direct pants/shirt rendering
1688 if (doambientpants || dodiffusepants)
1689 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1690 if (doambientshirt || dodiffuseshirt)
1691 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1692 if (!doambientbase && !dodiffusebase && !dospecular)
1694 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1696 const msurface_t *surface = surfacelist[surfacelistindex];
1697 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1698 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1699 if (!rsurface_svector3f)
1701 rsurface_svector3f = varray_svector3f;
1702 rsurface_tvector3f = varray_tvector3f;
1703 rsurface_normal3f = varray_normal3f;
1704 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1709 colorscale = r_shadow_rtlight->ambientscale;
1710 // colorscale accounts for how much we multiply the brightness
1713 // mult is how many times the final pass of the lighting will be
1714 // performed to get more brightness than otherwise possible.
1716 // Limit mult to 64 for sanity sake.
1717 if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1719 // 3 3D combine path (Geforce3, Radeon 8500)
1720 memset(&m, 0, sizeof(m));
1721 m.pointer_vertex = rsurface_vertex3f;
1722 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1724 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1725 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1727 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1728 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1730 m.tex[1] = R_GetTexture(basetexture);
1731 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1732 m.texmatrix[1] = texture->currenttexmatrix;
1733 m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
1735 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1736 m.texmatrix[2] = r_shadow_entitytolight;
1738 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1739 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1741 GL_BlendFunc(GL_ONE, GL_ONE);
1743 else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1745 // 2 3D combine path (Geforce3, original Radeon)
1746 memset(&m, 0, sizeof(m));
1747 m.pointer_vertex = rsurface_vertex3f;
1748 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1750 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1751 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1753 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1754 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1756 m.tex[1] = R_GetTexture(basetexture);
1757 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1758 m.texmatrix[1] = texture->currenttexmatrix;
1759 GL_BlendFunc(GL_ONE, GL_ONE);
1761 else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1763 // 4 2D combine path (Geforce3, Radeon 8500)
1764 memset(&m, 0, sizeof(m));
1765 m.pointer_vertex = rsurface_vertex3f;
1766 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1768 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1769 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1771 m.pointer_texcoord[0] = varray_texcoord2f[0];
1772 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1774 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1776 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1777 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1779 m.pointer_texcoord[1] = varray_texcoord2f[1];
1780 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1782 m.tex[2] = R_GetTexture(basetexture);
1783 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1784 m.texmatrix[2] = texture->currenttexmatrix;
1785 if (r_shadow_lightcubemap != r_texture_whitecube)
1787 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
1789 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1790 m.texmatrix[3] = r_shadow_entitytolight;
1792 m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1793 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1796 GL_BlendFunc(GL_ONE, GL_ONE);
1798 else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1800 // 3 2D combine path (Geforce3, original Radeon)
1801 memset(&m, 0, sizeof(m));
1802 m.pointer_vertex = rsurface_vertex3f;
1803 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1805 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1806 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1808 m.pointer_texcoord[0] = varray_texcoord2f[0];
1809 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1811 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1813 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1814 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1816 m.pointer_texcoord[1] = varray_texcoord2f[1];
1817 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1819 m.tex[2] = R_GetTexture(basetexture);
1820 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1821 m.texmatrix[2] = texture->currenttexmatrix;
1822 GL_BlendFunc(GL_ONE, GL_ONE);
1826 // 2/2/2 2D combine path (any dot3 card)
1827 memset(&m, 0, sizeof(m));
1828 m.pointer_vertex = rsurface_vertex3f;
1829 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1831 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1832 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1834 m.pointer_texcoord[0] = varray_texcoord2f[0];
1835 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1837 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1839 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1840 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1842 m.pointer_texcoord[1] = varray_texcoord2f[1];
1843 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1846 GL_ColorMask(0,0,0,1);
1847 GL_BlendFunc(GL_ONE, GL_ZERO);
1848 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1849 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1850 GL_LockArrays(0, 0);
1852 memset(&m, 0, sizeof(m));
1853 m.pointer_vertex = rsurface_vertex3f;
1854 m.tex[0] = R_GetTexture(basetexture);
1855 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1856 m.texmatrix[0] = texture->currenttexmatrix;
1857 if (r_shadow_lightcubemap != r_texture_whitecube)
1859 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1861 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1862 m.texmatrix[1] = r_shadow_entitytolight;
1864 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1865 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1868 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1870 // this final code is shared
1872 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1873 VectorScale(lightcolorbase, colorscale, color2);
1874 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1875 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1877 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1878 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1880 GL_LockArrays(0, 0);
1885 colorscale = r_shadow_rtlight->diffusescale;
1886 // colorscale accounts for how much we multiply the brightness
1889 // mult is how many times the final pass of the lighting will be
1890 // performed to get more brightness than otherwise possible.
1892 // Limit mult to 64 for sanity sake.
1893 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1895 // 3/2 3D combine path (Geforce3, Radeon 8500)
1896 memset(&m, 0, sizeof(m));
1897 m.pointer_vertex = rsurface_vertex3f;
1898 m.tex[0] = R_GetTexture(normalmaptexture);
1899 m.texcombinergb[0] = GL_REPLACE;
1900 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1901 m.texmatrix[0] = texture->currenttexmatrix;
1902 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1903 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1904 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1905 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1906 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1908 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1909 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1911 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1912 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1915 GL_ColorMask(0,0,0,1);
1916 GL_BlendFunc(GL_ONE, GL_ZERO);
1917 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1918 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1919 GL_LockArrays(0, 0);
1921 memset(&m, 0, sizeof(m));
1922 m.pointer_vertex = rsurface_vertex3f;
1923 m.tex[0] = R_GetTexture(basetexture);
1924 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1925 m.texmatrix[0] = texture->currenttexmatrix;
1926 if (r_shadow_lightcubemap != r_texture_whitecube)
1928 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1930 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1931 m.texmatrix[1] = r_shadow_entitytolight;
1933 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1934 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1937 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1939 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
1941 // 1/2/2 3D combine path (original Radeon)
1942 memset(&m, 0, sizeof(m));
1943 m.pointer_vertex = rsurface_vertex3f;
1944 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1946 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1947 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1949 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1950 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1953 GL_ColorMask(0,0,0,1);
1954 GL_BlendFunc(GL_ONE, GL_ZERO);
1955 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1956 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1957 GL_LockArrays(0, 0);
1959 memset(&m, 0, sizeof(m));
1960 m.pointer_vertex = rsurface_vertex3f;
1961 m.tex[0] = R_GetTexture(normalmaptexture);
1962 m.texcombinergb[0] = GL_REPLACE;
1963 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1964 m.texmatrix[0] = texture->currenttexmatrix;
1965 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1966 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1967 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1968 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1970 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1971 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1972 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1973 GL_LockArrays(0, 0);
1975 memset(&m, 0, sizeof(m));
1976 m.pointer_vertex = rsurface_vertex3f;
1977 m.tex[0] = R_GetTexture(basetexture);
1978 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1979 m.texmatrix[0] = texture->currenttexmatrix;
1980 if (r_shadow_lightcubemap != r_texture_whitecube)
1982 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1984 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1985 m.texmatrix[1] = r_shadow_entitytolight;
1987 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1988 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1991 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1993 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
1995 // 2/2 3D combine path (original Radeon)
1996 memset(&m, 0, sizeof(m));
1997 m.pointer_vertex = rsurface_vertex3f;
1998 m.tex[0] = R_GetTexture(normalmaptexture);
1999 m.texcombinergb[0] = GL_REPLACE;
2000 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2001 m.texmatrix[0] = texture->currenttexmatrix;
2002 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2003 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2004 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2005 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2007 GL_ColorMask(0,0,0,1);
2008 GL_BlendFunc(GL_ONE, GL_ZERO);
2009 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2010 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2011 GL_LockArrays(0, 0);
2013 memset(&m, 0, sizeof(m));
2014 m.pointer_vertex = rsurface_vertex3f;
2015 m.tex[0] = R_GetTexture(basetexture);
2016 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2017 m.texmatrix[0] = texture->currenttexmatrix;
2018 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2020 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2021 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2023 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2024 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2026 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2028 else if (r_textureunits.integer >= 4)
2030 // 4/2 2D combine path (Geforce3, Radeon 8500)
2031 memset(&m, 0, sizeof(m));
2032 m.pointer_vertex = rsurface_vertex3f;
2033 m.tex[0] = R_GetTexture(normalmaptexture);
2034 m.texcombinergb[0] = GL_REPLACE;
2035 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2036 m.texmatrix[0] = texture->currenttexmatrix;
2037 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2038 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2039 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2040 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2041 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2043 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2044 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2046 m.pointer_texcoord[2] = varray_texcoord2f[2];
2047 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2049 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2051 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2052 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2054 m.pointer_texcoord[3] = varray_texcoord2f[3];
2055 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2058 GL_ColorMask(0,0,0,1);
2059 GL_BlendFunc(GL_ONE, GL_ZERO);
2060 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2061 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2062 GL_LockArrays(0, 0);
2064 memset(&m, 0, sizeof(m));
2065 m.pointer_vertex = rsurface_vertex3f;
2066 m.tex[0] = R_GetTexture(basetexture);
2067 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2068 m.texmatrix[0] = texture->currenttexmatrix;
2069 if (r_shadow_lightcubemap != r_texture_whitecube)
2071 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2073 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2074 m.texmatrix[1] = r_shadow_entitytolight;
2076 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2077 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2080 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2084 // 2/2/2 2D combine path (any dot3 card)
2085 memset(&m, 0, sizeof(m));
2086 m.pointer_vertex = rsurface_vertex3f;
2087 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2089 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2090 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2092 m.pointer_texcoord[0] = varray_texcoord2f[0];
2093 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2095 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2097 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2098 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2100 m.pointer_texcoord[1] = varray_texcoord2f[1];
2101 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2104 GL_ColorMask(0,0,0,1);
2105 GL_BlendFunc(GL_ONE, GL_ZERO);
2106 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2107 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2108 GL_LockArrays(0, 0);
2110 memset(&m, 0, sizeof(m));
2111 m.pointer_vertex = rsurface_vertex3f;
2112 m.tex[0] = R_GetTexture(normalmaptexture);
2113 m.texcombinergb[0] = GL_REPLACE;
2114 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2115 m.texmatrix[0] = texture->currenttexmatrix;
2116 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2117 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2118 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2119 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2121 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2122 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2123 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2124 GL_LockArrays(0, 0);
2126 memset(&m, 0, sizeof(m));
2127 m.pointer_vertex = rsurface_vertex3f;
2128 m.tex[0] = R_GetTexture(basetexture);
2129 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2130 m.texmatrix[0] = texture->currenttexmatrix;
2131 if (r_shadow_lightcubemap != r_texture_whitecube)
2133 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2135 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2136 m.texmatrix[1] = r_shadow_entitytolight;
2138 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2139 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2142 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2144 // this final code is shared
2146 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2147 VectorScale(lightcolorbase, colorscale, color2);
2148 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2149 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2151 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2152 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2154 GL_LockArrays(0, 0);
2158 // FIXME: detect blendsquare!
2159 //if (gl_support_blendsquare)
2161 colorscale = specularscale;
2163 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2165 // 2/0/0/1/2 3D combine blendsquare path
2166 memset(&m, 0, sizeof(m));
2167 m.pointer_vertex = rsurface_vertex3f;
2168 m.tex[0] = R_GetTexture(normalmaptexture);
2169 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2170 m.texmatrix[0] = texture->currenttexmatrix;
2171 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2172 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2173 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2174 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2176 GL_ColorMask(0,0,0,1);
2177 // this squares the result
2178 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2179 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2180 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2181 GL_LockArrays(0, 0);
2183 memset(&m, 0, sizeof(m));
2184 m.pointer_vertex = rsurface_vertex3f;
2186 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2187 // square alpha in framebuffer a few times to make it shiny
2188 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2189 // these comments are a test run through this math for intensity 0.5
2190 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2191 // 0.25 * 0.25 = 0.0625 (this is another pass)
2192 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2193 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2194 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2195 GL_LockArrays(0, 0);
2197 memset(&m, 0, sizeof(m));
2198 m.pointer_vertex = rsurface_vertex3f;
2199 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2201 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2202 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2204 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2205 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2208 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2209 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2210 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2211 GL_LockArrays(0, 0);
2213 memset(&m, 0, sizeof(m));
2214 m.pointer_vertex = rsurface_vertex3f;
2215 m.tex[0] = R_GetTexture(glosstexture);
2216 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2217 m.texmatrix[0] = texture->currenttexmatrix;
2218 if (r_shadow_lightcubemap != r_texture_whitecube)
2220 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2222 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2223 m.texmatrix[1] = r_shadow_entitytolight;
2225 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2226 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2229 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2231 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2233 // 2/0/0/2 3D combine blendsquare path
2234 memset(&m, 0, sizeof(m));
2235 m.pointer_vertex = rsurface_vertex3f;
2236 m.tex[0] = R_GetTexture(normalmaptexture);
2237 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2238 m.texmatrix[0] = texture->currenttexmatrix;
2239 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2240 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2241 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2242 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2244 GL_ColorMask(0,0,0,1);
2245 // this squares the result
2246 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2247 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2248 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2249 GL_LockArrays(0, 0);
2251 memset(&m, 0, sizeof(m));
2252 m.pointer_vertex = rsurface_vertex3f;
2254 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2255 // square alpha in framebuffer a few times to make it shiny
2256 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2257 // these comments are a test run through this math for intensity 0.5
2258 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2259 // 0.25 * 0.25 = 0.0625 (this is another pass)
2260 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2261 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2262 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2263 GL_LockArrays(0, 0);
2265 memset(&m, 0, sizeof(m));
2266 m.pointer_vertex = rsurface_vertex3f;
2267 m.tex[0] = R_GetTexture(glosstexture);
2268 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2269 m.texmatrix[0] = texture->currenttexmatrix;
2270 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2272 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2273 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2275 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2276 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2278 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2282 // 2/0/0/2/2 2D combine blendsquare path
2283 memset(&m, 0, sizeof(m));
2284 m.pointer_vertex = rsurface_vertex3f;
2285 m.tex[0] = R_GetTexture(normalmaptexture);
2286 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2287 m.texmatrix[0] = texture->currenttexmatrix;
2288 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2289 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2290 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2291 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2293 GL_ColorMask(0,0,0,1);
2294 // this squares the result
2295 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2296 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2297 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2298 GL_LockArrays(0, 0);
2300 memset(&m, 0, sizeof(m));
2301 m.pointer_vertex = rsurface_vertex3f;
2303 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2304 // square alpha in framebuffer a few times to make it shiny
2305 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2306 // these comments are a test run through this math for intensity 0.5
2307 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2308 // 0.25 * 0.25 = 0.0625 (this is another pass)
2309 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2310 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2311 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2312 GL_LockArrays(0, 0);
2314 memset(&m, 0, sizeof(m));
2315 m.pointer_vertex = rsurface_vertex3f;
2316 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2318 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2319 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2321 m.pointer_texcoord[0] = varray_texcoord2f[0];
2322 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2324 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2326 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2327 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2329 m.pointer_texcoord[1] = varray_texcoord2f[1];
2330 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2333 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2334 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2335 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2336 GL_LockArrays(0, 0);
2338 memset(&m, 0, sizeof(m));
2339 m.pointer_vertex = rsurface_vertex3f;
2340 m.tex[0] = R_GetTexture(glosstexture);
2341 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2342 m.texmatrix[0] = texture->currenttexmatrix;
2343 if (r_shadow_lightcubemap != r_texture_whitecube)
2345 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2347 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2348 m.texmatrix[1] = r_shadow_entitytolight;
2350 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2351 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2354 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2357 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2358 VectorScale(lightcolorbase, colorscale, color2);
2359 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2360 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2362 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2363 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2365 GL_LockArrays(0, 0);
2371 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
2373 int surfacelistindex;
2375 float ambientcolor2[3], diffusecolor2[3];
2377 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2378 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2379 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2380 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2381 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2382 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2383 //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2384 // TODO: add direct pants/shirt rendering
2385 if (doambientpants || dodiffusepants)
2386 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
2387 if (doambientshirt || dodiffuseshirt)
2388 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
2389 if (!doambientbase && !dodiffusebase)
2391 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
2392 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
2393 GL_BlendFunc(GL_ONE, GL_ONE);
2394 memset(&m, 0, sizeof(m));
2395 m.tex[0] = R_GetTexture(basetexture);
2396 if (r_textureunits.integer >= 2)
2399 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2401 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2403 m.pointer_texcoord[1] = varray_texcoord2f[1];
2404 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2406 if (r_textureunits.integer >= 3)
2408 // Geforce3/Radeon class but not using dot3
2409 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2411 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2413 m.pointer_texcoord[2] = varray_texcoord2f[2];
2414 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2418 m.pointer_color = varray_color4f;
2420 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2422 const msurface_t *surface = surfacelist[surfacelistindex];
2423 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2424 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
2425 if (!rsurface_svector3f)
2427 rsurface_svector3f = varray_svector3f;
2428 rsurface_tvector3f = varray_tvector3f;
2429 rsurface_normal3f = varray_normal3f;
2430 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2432 // OpenGL 1.1 path (anything)
2433 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2434 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2435 if (r_textureunits.integer >= 2)
2439 R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2441 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2443 if (r_textureunits.integer >= 3)
2445 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2447 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2449 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2453 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2, 0, modelorg);
2454 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2459 // due to low fillrate on the cards this vertex lighting path is
2460 // designed for, we manually cull all triangles that do not
2461 // contain a lit vertex
2464 int newnumtriangles;
2466 int newelements[3072];
2468 newnumtriangles = 0;
2470 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
2472 if (newnumtriangles >= 1024)
2474 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2475 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2476 GL_LockArrays(0, 0);
2477 newnumtriangles = 0;
2480 if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
2490 if (newnumtriangles >= 1)
2492 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2493 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2494 GL_LockArrays(0, 0);
2500 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2501 if (VectorLength2(c))
2505 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2506 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2507 GL_LockArrays(0, 0);
2509 // now reduce the intensity for the next overbright pass
2510 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2512 c[0] = max(0, c[0] - 1);
2513 c[1] = max(0, c[1] - 1);
2514 c[2] = max(0, c[2] - 1);
2520 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
2522 // FIXME: support MATERIALFLAG_NODEPTHTEST
2523 switch (r_shadowstage)
2525 case R_SHADOWSTAGE_VISIBLELIGHTING:
2526 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2528 case R_SHADOWSTAGE_LIGHT_GLSL:
2529 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2531 case R_SHADOWSTAGE_LIGHT_DOT3:
2532 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2534 case R_SHADOWSTAGE_LIGHT_VERTEX:
2535 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2538 Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage);
2543 void R_RTLight_Update(dlight_t *light, int isstatic)
2547 rtlight_t *rtlight = &light->rtlight;
2548 R_RTLight_Uncompile(rtlight);
2549 memset(rtlight, 0, sizeof(*rtlight));
2551 VectorCopy(light->origin, rtlight->shadoworigin);
2552 VectorCopy(light->color, rtlight->color);
2553 rtlight->radius = light->radius;
2554 //rtlight->cullradius = rtlight->radius;
2555 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2556 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2557 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2558 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2559 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2560 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2561 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2562 rtlight->cubemapname[0] = 0;
2563 if (light->cubemapname[0])
2564 strcpy(rtlight->cubemapname, light->cubemapname);
2565 else if (light->cubemapnum > 0)
2566 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2567 rtlight->shadow = light->shadow;
2568 rtlight->corona = light->corona;
2569 rtlight->style = light->style;
2570 rtlight->isstatic = isstatic;
2571 rtlight->coronasizescale = light->coronasizescale;
2572 rtlight->ambientscale = light->ambientscale;
2573 rtlight->diffusescale = light->diffusescale;
2574 rtlight->specularscale = light->specularscale;
2575 rtlight->flags = light->flags;
2576 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2577 // ConcatScale won't work here because this needs to scale rotate and
2578 // translate, not just rotate
2579 scale = 1.0f / rtlight->radius;
2580 for (k = 0;k < 3;k++)
2581 for (j = 0;j < 4;j++)
2582 rtlight->matrix_worldtolight.m[k][j] *= scale;
2584 rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2585 rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2586 VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2587 rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2590 // compiles rtlight geometry
2591 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2592 void R_RTLight_Compile(rtlight_t *rtlight)
2594 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2595 entity_render_t *ent = r_refdef.worldentity;
2596 model_t *model = r_refdef.worldmodel;
2599 // compile the light
2600 rtlight->compiled = true;
2601 rtlight->static_numleafs = 0;
2602 rtlight->static_numleafpvsbytes = 0;
2603 rtlight->static_leaflist = NULL;
2604 rtlight->static_leafpvs = NULL;
2605 rtlight->static_numsurfaces = 0;
2606 rtlight->static_surfacelist = NULL;
2607 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2608 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2609 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2610 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2611 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2612 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2614 if (model && model->GetLightInfo)
2616 // this variable must be set for the CompileShadowVolume code
2617 r_shadow_compilingrtlight = rtlight;
2618 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2619 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);
2620 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2621 data = (qbyte *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2622 rtlight->static_numleafs = numleafs;
2623 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2624 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2625 rtlight->static_leafpvs = (qbyte *)data;data += numleafpvsbytes;
2626 rtlight->static_numsurfaces = numsurfaces;
2627 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2629 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2630 if (numleafpvsbytes)
2631 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2633 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2634 if (model->CompileShadowVolume && rtlight->shadow)
2635 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2636 // now we're done compiling the rtlight
2637 r_shadow_compilingrtlight = NULL;
2641 // use smallest available cullradius - box radius or light radius
2642 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2643 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2647 if (rtlight->static_meshchain_shadow)
2650 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2653 shadowtris += mesh->numtriangles;
2657 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2660 void R_RTLight_Uncompile(rtlight_t *rtlight)
2662 if (rtlight->compiled)
2664 if (rtlight->static_meshchain_shadow)
2665 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2666 rtlight->static_meshchain_shadow = NULL;
2667 // these allocations are grouped
2668 if (rtlight->static_leaflist)
2669 Mem_Free(rtlight->static_leaflist);
2670 rtlight->static_numleafs = 0;
2671 rtlight->static_numleafpvsbytes = 0;
2672 rtlight->static_leaflist = NULL;
2673 rtlight->static_leafpvs = NULL;
2674 rtlight->static_numsurfaces = 0;
2675 rtlight->static_surfacelist = NULL;
2676 rtlight->compiled = false;
2680 void R_Shadow_UncompileWorldLights(void)
2683 for (light = r_shadow_worldlightchain;light;light = light->next)
2684 R_RTLight_Uncompile(&light->rtlight);
2687 void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2689 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2690 vec_t relativeshadowradius;
2691 if (ent == r_refdef.worldentity)
2693 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2696 R_Mesh_Matrix(&ent->matrix);
2697 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2699 renderstats.lights_shadowtriangles += mesh->numtriangles;
2700 R_Mesh_VertexPointer(mesh->vertex3f);
2701 GL_LockArrays(0, mesh->numverts);
2702 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
2704 // decrement stencil if backface is behind depthbuffer
2705 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2706 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2707 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2708 // increment stencil if frontface is behind depthbuffer
2709 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2710 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2712 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2713 GL_LockArrays(0, 0);
2716 else if (numsurfaces)
2718 R_Mesh_Matrix(&ent->matrix);
2719 ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2724 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin);
2725 relativeshadowradius = rtlight->radius / ent->scale;
2726 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2727 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2728 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2729 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2730 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2731 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2732 R_Mesh_Matrix(&ent->matrix);
2733 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2737 void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
2739 // set up properties for rendering light onto this entity
2740 r_shadow_entitylightcolorbase[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
2741 r_shadow_entitylightcolorbase[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
2742 r_shadow_entitylightcolorbase[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
2743 r_shadow_entitylightcolorpants[0] = lightcolor[0] * ent->colormap_pantscolor[0] * ent->alpha;
2744 r_shadow_entitylightcolorpants[1] = lightcolor[1] * ent->colormap_pantscolor[1] * ent->alpha;
2745 r_shadow_entitylightcolorpants[2] = lightcolor[2] * ent->colormap_pantscolor[2] * ent->alpha;
2746 r_shadow_entitylightcolorshirt[0] = lightcolor[0] * ent->colormap_shirtcolor[0] * ent->alpha;
2747 r_shadow_entitylightcolorshirt[1] = lightcolor[1] * ent->colormap_shirtcolor[1] * ent->alpha;
2748 r_shadow_entitylightcolorshirt[2] = lightcolor[2] * ent->colormap_shirtcolor[2] * ent->alpha;
2749 Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
2750 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2751 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2752 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin);
2753 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2754 R_Mesh_Matrix(&ent->matrix);
2755 if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
2757 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap));
2758 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2759 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
2760 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
2762 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
2765 if (ent == r_refdef.worldentity)
2766 ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, numsurfaces, surfacelist);
2768 ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, ent->model->nummodelsurfaces, ent->model->surfacelist);
2771 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2776 int numleafs, numsurfaces;
2777 int *leaflist, *surfacelist;
2779 int numlightentities;
2780 int numshadowentities;
2781 entity_render_t *lightentities[MAX_EDICTS];
2782 entity_render_t *shadowentities[MAX_EDICTS];
2784 // skip lights that don't light (corona only lights)
2785 if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
2788 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2789 VectorScale(rtlight->color, f, lightcolor);
2790 if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
2793 if (rtlight->selected)
2795 f = 2 + sin(realtime * M_PI * 4.0);
2796 VectorScale(lightcolor, f, lightcolor);
2800 // loading is done before visibility checks because loading should happen
2801 // all at once at the start of a level, not when it stalls gameplay.
2802 // (especially important to benchmarks)
2804 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2805 R_RTLight_Compile(rtlight);
2807 r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2809 // if the light box is offscreen, skip it
2810 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2813 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2815 // compiled light, world available and can receive realtime lighting
2816 // retrieve leaf information
2817 numleafs = rtlight->static_numleafs;
2818 leaflist = rtlight->static_leaflist;
2819 leafpvs = rtlight->static_leafpvs;
2820 numsurfaces = rtlight->static_numsurfaces;
2821 surfacelist = rtlight->static_surfacelist;
2823 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2825 // dynamic light, world available and can receive realtime lighting
2826 // calculate lit surfaces and leafs
2827 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2828 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, 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);
2829 leaflist = r_shadow_buffer_leaflist;
2830 leafpvs = r_shadow_buffer_leafpvs;
2831 surfacelist = r_shadow_buffer_surfacelist;
2832 // if the reduced leaf bounds are offscreen, skip it
2833 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2845 // check if light is illuminating any visible leafs
2848 for (i = 0;i < numleafs;i++)
2849 if (r_worldleafvisible[leaflist[i]])
2854 // set up a scissor rectangle for this light
2855 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2858 numlightentities = 0;
2860 lightentities[numlightentities++] = r_refdef.worldentity;
2861 numshadowentities = 0;
2863 shadowentities[numshadowentities++] = r_refdef.worldentity;
2864 if (r_drawentities.integer)
2866 for (i = 0;i < r_refdef.numentities;i++)
2868 entity_render_t *ent = r_refdef.entities[i];
2869 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2871 && !(ent->flags & RENDER_TRANSPARENT)
2872 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2874 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2875 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2876 shadowentities[numshadowentities++] = ent;
2877 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2878 lightentities[numlightentities++] = ent;
2883 // return if there's nothing at all to light
2884 if (!numlightentities)
2887 R_Shadow_Stage_ActiveLight(rtlight);
2888 renderstats.lights++;
2891 if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2894 R_Shadow_Stage_StencilShadowVolumes();
2895 for (i = 0;i < numshadowentities;i++)
2896 R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2899 if (numlightentities && !visible)
2901 R_Shadow_Stage_Lighting(usestencil);
2902 for (i = 0;i < numlightentities;i++)
2903 R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2906 if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2908 R_Shadow_Stage_VisibleShadowVolumes();
2909 for (i = 0;i < numshadowentities;i++)
2910 R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2913 if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
2915 R_Shadow_Stage_VisibleLighting(usestencil);
2916 for (i = 0;i < numlightentities;i++)
2917 R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2921 void R_ShadowVolumeLighting(qboolean visible)
2926 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2927 R_Shadow_EditLights_Reload_f();
2929 R_Shadow_Stage_Begin();
2931 flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2932 if (r_shadow_debuglight.integer >= 0)
2934 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2935 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2936 R_DrawRTLight(&light->rtlight, visible);
2939 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2940 if (light->flags & flag)
2941 R_DrawRTLight(&light->rtlight, visible);
2943 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
2944 R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
2946 R_Shadow_Stage_End();
2949 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2950 typedef struct suffixinfo_s
2953 qboolean flipx, flipy, flipdiagonal;
2956 static suffixinfo_t suffix[3][6] =
2959 {"px", false, false, false},
2960 {"nx", false, false, false},
2961 {"py", false, false, false},
2962 {"ny", false, false, false},
2963 {"pz", false, false, false},
2964 {"nz", false, false, false}
2967 {"posx", false, false, false},
2968 {"negx", false, false, false},
2969 {"posy", false, false, false},
2970 {"negy", false, false, false},
2971 {"posz", false, false, false},
2972 {"negz", false, false, false}
2975 {"rt", true, false, true},
2976 {"lf", false, true, true},
2977 {"ft", true, true, false},
2978 {"bk", false, false, false},
2979 {"up", true, false, true},
2980 {"dn", true, false, true}
2984 static int componentorder[4] = {0, 1, 2, 3};
2986 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2988 int i, j, cubemapsize;
2989 qbyte *cubemappixels, *image_rgba;
2990 rtexture_t *cubemaptexture;
2992 // must start 0 so the first loadimagepixels has no requested width/height
2994 cubemappixels = NULL;
2995 cubemaptexture = NULL;
2996 // keep trying different suffix groups (posx, px, rt) until one loads
2997 for (j = 0;j < 3 && !cubemappixels;j++)
2999 // load the 6 images in the suffix group
3000 for (i = 0;i < 6;i++)
3002 // generate an image name based on the base and and suffix
3003 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3005 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
3007 // an image loaded, make sure width and height are equal
3008 if (image_width == image_height)
3010 // if this is the first image to load successfully, allocate the cubemap memory
3011 if (!cubemappixels && image_width >= 1)
3013 cubemapsize = image_width;
3014 // note this clears to black, so unavailable sides are black
3015 cubemappixels = (qbyte *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3017 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3019 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3022 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3024 Mem_Free(image_rgba);
3028 // if a cubemap loaded, upload it
3031 if (!r_shadow_filters_texturepool)
3032 r_shadow_filters_texturepool = R_AllocTexturePool();
3033 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
3034 Mem_Free(cubemappixels);
3038 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
3039 for (j = 0;j < 3;j++)
3040 for (i = 0;i < 6;i++)
3041 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3042 Con_Print(" and was unable to find any of them.\n");
3044 return cubemaptexture;
3047 rtexture_t *R_Shadow_Cubemap(const char *basename)
3050 for (i = 0;i < numcubemaps;i++)
3051 if (!strcasecmp(cubemaps[i].basename, basename))
3052 return cubemaps[i].texture;
3053 if (i >= MAX_CUBEMAPS)
3054 return r_texture_whitecube;
3056 strcpy(cubemaps[i].basename, basename);
3057 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3058 if (!cubemaps[i].texture)
3059 cubemaps[i].texture = r_texture_whitecube;
3060 return cubemaps[i].texture;
3063 void R_Shadow_FreeCubemaps(void)
3066 R_FreeTexturePool(&r_shadow_filters_texturepool);
3069 dlight_t *R_Shadow_NewWorldLight(void)
3072 light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3073 light->next = r_shadow_worldlightchain;
3074 r_shadow_worldlightchain = light;
3078 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)
3080 VectorCopy(origin, light->origin);
3081 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3082 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3083 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3084 light->color[0] = max(color[0], 0);
3085 light->color[1] = max(color[1], 0);
3086 light->color[2] = max(color[2], 0);
3087 light->radius = max(radius, 0);
3088 light->style = style;
3089 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3091 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3094 light->shadow = shadowenable;
3095 light->corona = corona;
3098 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3099 light->coronasizescale = coronasizescale;
3100 light->ambientscale = ambientscale;
3101 light->diffusescale = diffusescale;
3102 light->specularscale = specularscale;
3103 light->flags = flags;
3104 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3106 R_RTLight_Update(light, true);
3109 void R_Shadow_FreeWorldLight(dlight_t *light)
3111 dlight_t **lightpointer;
3112 R_RTLight_Uncompile(&light->rtlight);
3113 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3114 if (*lightpointer != light)
3115 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
3116 *lightpointer = light->next;
3120 void R_Shadow_ClearWorldLights(void)
3122 while (r_shadow_worldlightchain)
3123 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3124 r_shadow_selectedlight = NULL;
3125 R_Shadow_FreeCubemaps();
3128 void R_Shadow_SelectLight(dlight_t *light)
3130 if (r_shadow_selectedlight)
3131 r_shadow_selectedlight->selected = false;
3132 r_shadow_selectedlight = light;
3133 if (r_shadow_selectedlight)
3134 r_shadow_selectedlight->selected = true;
3137 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
3139 float scale = r_editlights_cursorgrid.value * 0.5f;
3140 R_DrawSprite(GL_ONE, GL_ONE, lighttextures[0], NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3143 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
3146 const dlight_t *light;
3147 light = (dlight_t *)calldata1;
3149 if (light->selected)
3150 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3153 R_DrawSprite(GL_ONE, GL_ONE, lighttextures[calldata2], NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3156 void R_Shadow_DrawLightSprites(void)
3162 for (i = 0;i < 5;i++)
3164 lighttextures[i] = NULL;
3165 if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1), true)))
3166 lighttextures[i] = pic->tex;
3169 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3170 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5);
3171 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
3174 void R_Shadow_SelectLightInView(void)
3176 float bestrating, rating, temp[3];
3177 dlight_t *best, *light;
3180 for (light = r_shadow_worldlightchain;light;light = light->next)
3182 VectorSubtract(light->origin, r_vieworigin, temp);
3183 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3186 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3187 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3189 bestrating = rating;
3194 R_Shadow_SelectLight(best);
3197 void R_Shadow_LoadWorldLights(void)
3199 int n, a, style, shadow, flags;
3200 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3201 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3202 if (r_refdef.worldmodel == NULL)
3204 Con_Print("No map loaded.\n");
3207 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3208 strlcat (name, ".rtlights", sizeof (name));
3209 lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3219 for (;COM_Parse(t, true) && strcmp(
3220 if (COM_Parse(t, true))
3222 if (com_token[0] == '!')
3225 origin[0] = atof(com_token+1);
3228 origin[0] = atof(com_token);
3233 while (*s && *s != '\n' && *s != '\r')
3239 // check for modifier flags
3246 a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
3249 flags = LIGHTFLAG_REALTIMEMODE;
3257 coronasizescale = 0.25f;
3259 VectorClear(angles);
3262 if (a < 9 || !strcmp(cubemapname, "\"\""))
3264 // remove quotes on cubemapname
3265 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3267 cubemapname[strlen(cubemapname)-1] = 0;
3268 strcpy(cubemapname, cubemapname + 1);
3272 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);
3275 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3283 Con_Printf("invalid rtlights file \"%s\"\n", name);
3284 Mem_Free(lightsstring);
3288 void R_Shadow_SaveWorldLights(void)
3291 size_t bufchars, bufmaxchars;
3293 char name[MAX_QPATH];
3295 if (!r_shadow_worldlightchain)
3297 if (r_refdef.worldmodel == NULL)
3299 Con_Print("No map loaded.\n");
3302 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3303 strlcat (name, ".rtlights", sizeof (name));
3304 bufchars = bufmaxchars = 0;
3306 for (light = r_shadow_worldlightchain;light;light = light->next)
3308 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3309 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, 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);
3310 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3311 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
3313 sprintf(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);
3314 if (bufchars + strlen(line) > bufmaxchars)
3316 bufmaxchars = bufchars + strlen(line) + 2048;
3318 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3322 memcpy(buf, oldbuf, bufchars);
3328 memcpy(buf + bufchars, line, strlen(line));
3329 bufchars += strlen(line);
3333 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3338 void R_Shadow_LoadLightsFile(void)
3341 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3342 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3343 if (r_refdef.worldmodel == NULL)
3345 Con_Print("No map loaded.\n");
3348 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3349 strlcat (name, ".lights", sizeof (name));
3350 lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3358 while (*s && *s != '\n' && *s != '\r')
3364 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);
3368 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);
3371 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3372 radius = bound(15, radius, 4096);
3373 VectorScale(color, (2.0f / (8388608.0f)), color);
3374 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3382 Con_Printf("invalid lights file \"%s\"\n", name);
3383 Mem_Free(lightsstring);
3387 // tyrlite/hmap2 light types in the delay field
3388 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3390 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3392 int entnum, style, islight, skin, pflags, effects, type, n;
3395 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3396 char key[256], value[1024];
3398 if (r_refdef.worldmodel == NULL)
3400 Con_Print("No map loaded.\n");
3403 // try to load a .ent file first
3404 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3405 strlcat (key, ".ent", sizeof (key));
3406 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true);
3407 // and if that is not found, fall back to the bsp file entity string
3409 data = r_refdef.worldmodel->brush.entities;
3412 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3414 type = LIGHTTYPE_MINUSX;
3415 origin[0] = origin[1] = origin[2] = 0;
3416 originhack[0] = originhack[1] = originhack[2] = 0;
3417 angles[0] = angles[1] = angles[2] = 0;
3418 color[0] = color[1] = color[2] = 1;
3419 light[0] = light[1] = light[2] = 1;light[3] = 300;
3420 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3430 if (!COM_ParseToken(&data, false))
3432 if (com_token[0] == '}')
3433 break; // end of entity
3434 if (com_token[0] == '_')
3435 strcpy(key, com_token + 1);
3437 strcpy(key, com_token);
3438 while (key[strlen(key)-1] == ' ') // remove trailing spaces
3439 key[strlen(key)-1] = 0;
3440 if (!COM_ParseToken(&data, false))
3442 strcpy(value, com_token);
3444 // now that we have the key pair worked out...
3445 if (!strcmp("light", key))
3447 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3451 light[0] = vec[0] * (1.0f / 256.0f);
3452 light[1] = vec[0] * (1.0f / 256.0f);
3453 light[2] = vec[0] * (1.0f / 256.0f);
3459 light[0] = vec[0] * (1.0f / 255.0f);
3460 light[1] = vec[1] * (1.0f / 255.0f);
3461 light[2] = vec[2] * (1.0f / 255.0f);
3465 else if (!strcmp("delay", key))
3467 else if (!strcmp("origin", key))
3468 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3469 else if (!strcmp("angle", key))
3470 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3471 else if (!strcmp("angles", key))
3472 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3473 else if (!strcmp("color", key))
3474 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3475 else if (!strcmp("wait", key))
3476 fadescale = atof(value);
3477 else if (!strcmp("classname", key))
3479 if (!strncmp(value, "light", 5))
3482 if (!strcmp(value, "light_fluoro"))
3487 overridecolor[0] = 1;
3488 overridecolor[1] = 1;
3489 overridecolor[2] = 1;
3491 if (!strcmp(value, "light_fluorospark"))
3496 overridecolor[0] = 1;
3497 overridecolor[1] = 1;
3498 overridecolor[2] = 1;
3500 if (!strcmp(value, "light_globe"))
3505 overridecolor[0] = 1;
3506 overridecolor[1] = 0.8;
3507 overridecolor[2] = 0.4;
3509 if (!strcmp(value, "light_flame_large_yellow"))
3514 overridecolor[0] = 1;
3515 overridecolor[1] = 0.5;
3516 overridecolor[2] = 0.1;
3518 if (!strcmp(value, "light_flame_small_yellow"))
3523 overridecolor[0] = 1;
3524 overridecolor[1] = 0.5;
3525 overridecolor[2] = 0.1;
3527 if (!strcmp(value, "light_torch_small_white"))
3532 overridecolor[0] = 1;
3533 overridecolor[1] = 0.5;
3534 overridecolor[2] = 0.1;
3536 if (!strcmp(value, "light_torch_small_walltorch"))
3541 overridecolor[0] = 1;
3542 overridecolor[1] = 0.5;
3543 overridecolor[2] = 0.1;
3547 else if (!strcmp("style", key))
3548 style = atoi(value);
3549 else if (!strcmp("skin", key))
3550 skin = (int)atof(value);
3551 else if (!strcmp("pflags", key))
3552 pflags = (int)atof(value);
3553 else if (!strcmp("effects", key))
3554 effects = (int)atof(value);
3555 else if (r_refdef.worldmodel->type == mod_brushq3)
3557 if (!strcmp("scale", key))
3558 lightscale = atof(value);
3559 if (!strcmp("fade", key))
3560 fadescale = atof(value);
3565 if (lightscale <= 0)
3569 if (color[0] == color[1] && color[0] == color[2])
3571 color[0] *= overridecolor[0];
3572 color[1] *= overridecolor[1];
3573 color[2] *= overridecolor[2];
3575 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3576 color[0] = color[0] * light[0];
3577 color[1] = color[1] * light[1];
3578 color[2] = color[2] * light[2];
3581 case LIGHTTYPE_MINUSX:
3583 case LIGHTTYPE_RECIPX:
3585 VectorScale(color, (1.0f / 16.0f), color);
3587 case LIGHTTYPE_RECIPXX:
3589 VectorScale(color, (1.0f / 16.0f), color);
3592 case LIGHTTYPE_NONE:
3596 case LIGHTTYPE_MINUSXX:
3599 VectorAdd(origin, originhack, origin);
3601 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);
3604 Mem_Free(entfiledata);
3608 void R_Shadow_SetCursorLocationForView(void)
3611 vec3_t dest, endpos;
3613 VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3614 trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3615 if (trace.fraction < 1)
3617 dist = trace.fraction * r_editlights_cursordistance.value;
3618 push = r_editlights_cursorpushback.value;
3622 VectorMA(trace.endpos, push, r_viewforward, endpos);
3623 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3627 VectorClear( endpos );
3629 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3630 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3631 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3634 void R_Shadow_UpdateWorldLightSelection(void)
3636 if (r_editlights.integer)
3638 R_Shadow_SetCursorLocationForView();
3639 R_Shadow_SelectLightInView();
3640 R_Shadow_DrawLightSprites();
3643 R_Shadow_SelectLight(NULL);
3646 void R_Shadow_EditLights_Clear_f(void)
3648 R_Shadow_ClearWorldLights();
3651 void R_Shadow_EditLights_Reload_f(void)
3653 if (!r_refdef.worldmodel)
3655 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3656 R_Shadow_ClearWorldLights();
3657 R_Shadow_LoadWorldLights();
3658 if (r_shadow_worldlightchain == NULL)
3660 R_Shadow_LoadLightsFile();
3661 if (r_shadow_worldlightchain == NULL)
3662 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3666 void R_Shadow_EditLights_Save_f(void)
3668 if (!r_refdef.worldmodel)
3670 R_Shadow_SaveWorldLights();
3673 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3675 R_Shadow_ClearWorldLights();
3676 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3679 void R_Shadow_EditLights_ImportLightsFile_f(void)
3681 R_Shadow_ClearWorldLights();
3682 R_Shadow_LoadLightsFile();
3685 void R_Shadow_EditLights_Spawn_f(void)
3688 if (!r_editlights.integer)
3690 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3693 if (Cmd_Argc() != 1)
3695 Con_Print("r_editlights_spawn does not take parameters\n");
3698 color[0] = color[1] = color[2] = 1;
3699 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3702 void R_Shadow_EditLights_Edit_f(void)
3704 vec3_t origin, angles, color;
3705 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3706 int style, shadows, flags, normalmode, realtimemode;
3707 char cubemapname[1024];
3708 if (!r_editlights.integer)
3710 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3713 if (!r_shadow_selectedlight)
3715 Con_Print("No selected light.\n");
3718 VectorCopy(r_shadow_selectedlight->origin, origin);
3719 VectorCopy(r_shadow_selectedlight->angles, angles);
3720 VectorCopy(r_shadow_selectedlight->color, color);
3721 radius = r_shadow_selectedlight->radius;
3722 style = r_shadow_selectedlight->style;
3723 if (r_shadow_selectedlight->cubemapname)
3724 strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
3727 shadows = r_shadow_selectedlight->shadow;
3728 corona = r_shadow_selectedlight->corona;
3729 coronasizescale = r_shadow_selectedlight->coronasizescale;
3730 ambientscale = r_shadow_selectedlight->ambientscale;
3731 diffusescale = r_shadow_selectedlight->diffusescale;
3732 specularscale = r_shadow_selectedlight->specularscale;
3733 flags = r_shadow_selectedlight->flags;
3734 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3735 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3736 if (!strcmp(Cmd_Argv(1), "origin"))
3738 if (Cmd_Argc() != 5)
3740 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3743 origin[0] = atof(Cmd_Argv(2));
3744 origin[1] = atof(Cmd_Argv(3));
3745 origin[2] = atof(Cmd_Argv(4));
3747 else if (!strcmp(Cmd_Argv(1), "originx"))
3749 if (Cmd_Argc() != 3)
3751 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3754 origin[0] = atof(Cmd_Argv(2));
3756 else if (!strcmp(Cmd_Argv(1), "originy"))
3758 if (Cmd_Argc() != 3)
3760 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3763 origin[1] = atof(Cmd_Argv(2));
3765 else if (!strcmp(Cmd_Argv(1), "originz"))
3767 if (Cmd_Argc() != 3)
3769 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3772 origin[2] = atof(Cmd_Argv(2));
3774 else if (!strcmp(Cmd_Argv(1), "move"))
3776 if (Cmd_Argc() != 5)
3778 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3781 origin[0] += atof(Cmd_Argv(2));
3782 origin[1] += atof(Cmd_Argv(3));
3783 origin[2] += atof(Cmd_Argv(4));
3785 else if (!strcmp(Cmd_Argv(1), "movex"))
3787 if (Cmd_Argc() != 3)
3789 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3792 origin[0] += atof(Cmd_Argv(2));
3794 else if (!strcmp(Cmd_Argv(1), "movey"))
3796 if (Cmd_Argc() != 3)
3798 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3801 origin[1] += atof(Cmd_Argv(2));
3803 else if (!strcmp(Cmd_Argv(1), "movez"))
3805 if (Cmd_Argc() != 3)
3807 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3810 origin[2] += atof(Cmd_Argv(2));
3812 else if (!strcmp(Cmd_Argv(1), "angles"))
3814 if (Cmd_Argc() != 5)
3816 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3819 angles[0] = atof(Cmd_Argv(2));
3820 angles[1] = atof(Cmd_Argv(3));
3821 angles[2] = atof(Cmd_Argv(4));
3823 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3825 if (Cmd_Argc() != 3)
3827 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3830 angles[0] = atof(Cmd_Argv(2));
3832 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3834 if (Cmd_Argc() != 3)
3836 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3839 angles[1] = atof(Cmd_Argv(2));
3841 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3843 if (Cmd_Argc() != 3)
3845 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3848 angles[2] = atof(Cmd_Argv(2));
3850 else if (!strcmp(Cmd_Argv(1), "color"))
3852 if (Cmd_Argc() != 5)
3854 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3857 color[0] = atof(Cmd_Argv(2));
3858 color[1] = atof(Cmd_Argv(3));
3859 color[2] = atof(Cmd_Argv(4));
3861 else if (!strcmp(Cmd_Argv(1), "radius"))
3863 if (Cmd_Argc() != 3)
3865 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3868 radius = atof(Cmd_Argv(2));
3870 else if (!strcmp(Cmd_Argv(1), "colorscale"))
3872 if (Cmd_Argc() == 3)
3874 double scale = atof(Cmd_Argv(2));
3881 if (Cmd_Argc() != 5)
3883 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
3886 color[0] *= atof(Cmd_Argv(2));
3887 color[1] *= atof(Cmd_Argv(3));
3888 color[2] *= atof(Cmd_Argv(4));
3891 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3893 if (Cmd_Argc() != 3)
3895 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3898 radius *= atof(Cmd_Argv(2));
3900 else if (!strcmp(Cmd_Argv(1), "style"))
3902 if (Cmd_Argc() != 3)
3904 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3907 style = atoi(Cmd_Argv(2));
3909 else if (!strcmp(Cmd_Argv(1), "cubemap"))
3913 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3916 if (Cmd_Argc() == 3)
3917 strcpy(cubemapname, Cmd_Argv(2));
3921 else if (!strcmp(Cmd_Argv(1), "shadows"))
3923 if (Cmd_Argc() != 3)
3925 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3928 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3930 else if (!strcmp(Cmd_Argv(1), "corona"))
3932 if (Cmd_Argc() != 3)
3934 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3937 corona = atof(Cmd_Argv(2));
3939 else if (!strcmp(Cmd_Argv(1), "coronasize"))
3941 if (Cmd_Argc() != 3)
3943 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3946 coronasizescale = atof(Cmd_Argv(2));
3948 else if (!strcmp(Cmd_Argv(1), "ambient"))
3950 if (Cmd_Argc() != 3)
3952 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3955 ambientscale = atof(Cmd_Argv(2));
3957 else if (!strcmp(Cmd_Argv(1), "diffuse"))
3959 if (Cmd_Argc() != 3)
3961 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3964 diffusescale = atof(Cmd_Argv(2));
3966 else if (!strcmp(Cmd_Argv(1), "specular"))
3968 if (Cmd_Argc() != 3)
3970 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3973 specularscale = atof(Cmd_Argv(2));
3975 else if (!strcmp(Cmd_Argv(1), "normalmode"))
3977 if (Cmd_Argc() != 3)
3979 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3982 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3984 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3986 if (Cmd_Argc() != 3)
3988 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3991 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3995 Con_Print("usage: r_editlights_edit [property] [value]\n");
3996 Con_Print("Selected light's properties:\n");
3997 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3998 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3999 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
4000 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
4001 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
4002 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
4003 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
4004 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
4005 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
4006 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
4007 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
4008 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
4009 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
4010 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
4013 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
4014 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4017 void R_Shadow_EditLights_EditAll_f(void)
4021 if (!r_editlights.integer)
4023 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4027 for (light = r_shadow_worldlightchain;light;light = light->next)
4029 R_Shadow_SelectLight(light);
4030 R_Shadow_EditLights_Edit_f();
4034 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4036 int lightnumber, lightcount;
4040 if (!r_editlights.integer)
4046 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
4047 if (light == r_shadow_selectedlight)
4048 lightnumber = lightcount;
4049 sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4050 if (r_shadow_selectedlight == NULL)
4052 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4053 sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4054 sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4055 sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4056 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4057 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4058 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4059 sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4060 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4061 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4062 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4063 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4064 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4065 sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4066 sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4069 void R_Shadow_EditLights_ToggleShadow_f(void)
4071 if (!r_editlights.integer)
4073 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4076 if (!r_shadow_selectedlight)
4078 Con_Print("No selected light.\n");
4081 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);
4084 void R_Shadow_EditLights_ToggleCorona_f(void)
4086 if (!r_editlights.integer)
4088 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4091 if (!r_shadow_selectedlight)
4093 Con_Print("No selected light.\n");
4096 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);
4099 void R_Shadow_EditLights_Remove_f(void)
4101 if (!r_editlights.integer)
4103 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
4106 if (!r_shadow_selectedlight)
4108 Con_Print("No selected light.\n");
4111 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4112 r_shadow_selectedlight = NULL;
4115 void R_Shadow_EditLights_Help_f(void)
4118 "Documentation on r_editlights system:\n"
4120 "r_editlights : enable/disable editing mode\n"
4121 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4122 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4123 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4124 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4125 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4127 "r_editlights_help : this help\n"
4128 "r_editlights_clear : remove all lights\n"
4129 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4130 "r_editlights_save : save to .rtlights file\n"
4131 "r_editlights_spawn : create a light with default settings\n"
4132 "r_editlights_edit command : edit selected light - more documentation below\n"
4133 "r_editlights_remove : remove selected light\n"
4134 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4135 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4136 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4138 "origin x y z : set light location\n"
4139 "originx x: set x component of light location\n"
4140 "originy y: set y component of light location\n"
4141 "originz z: set z component of light location\n"
4142 "move x y z : adjust light location\n"
4143 "movex x: adjust x component of light location\n"
4144 "movey y: adjust y component of light location\n"
4145 "movez z: adjust z component of light location\n"
4146 "angles x y z : set light angles\n"
4147 "anglesx x: set x component of light angles\n"
4148 "anglesy y: set y component of light angles\n"
4149 "anglesz z: set z component of light angles\n"
4150 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4151 "radius radius : set radius (size) of light\n"
4152 "colorscale grey : multiply color of light (1 does nothing)\n"
4153 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4154 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4155 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4156 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4157 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4158 "shadows 1/0 : turn on/off shadows\n"
4159 "corona n : set corona intensity\n"
4160 "coronasize n : set corona size (0-1)\n"
4161 "ambient n : set ambient intensity (0-1)\n"
4162 "diffuse n : set diffuse intensity (0-1)\n"
4163 "specular n : set specular intensity (0-1)\n"
4164 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4165 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4166 "<nothing> : print light properties to console\n"
4170 void R_Shadow_EditLights_CopyInfo_f(void)
4172 if (!r_editlights.integer)
4174 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
4177 if (!r_shadow_selectedlight)
4179 Con_Print("No selected light.\n");
4182 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4183 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4184 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4185 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4186 if (r_shadow_selectedlight->cubemapname)
4187 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4189 r_shadow_bufferlight.cubemapname[0] = 0;
4190 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4191 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4192 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4193 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4194 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4195 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4196 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4199 void R_Shadow_EditLights_PasteInfo_f(void)
4201 if (!r_editlights.integer)
4203 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
4206 if (!r_shadow_selectedlight)
4208 Con_Print("No selected light.\n");
4211 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);
4214 void R_Shadow_EditLights_Init(void)
4216 Cvar_RegisterVariable(&r_editlights);
4217 Cvar_RegisterVariable(&r_editlights_cursordistance);
4218 Cvar_RegisterVariable(&r_editlights_cursorpushback);
4219 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4220 Cvar_RegisterVariable(&r_editlights_cursorgrid);
4221 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4222 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
4223 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
4224 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
4225 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
4226 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
4227 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
4228 Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f);
4229 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
4230 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
4231 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
4232 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
4233 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
4234 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f);
4235 Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f);