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"
145 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
148 extern void R_Shadow_EditLights_Init(void);
150 typedef enum r_shadow_rendermode_e
152 R_SHADOW_RENDERMODE_NONE,
153 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
154 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
155 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
156 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
157 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
158 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
159 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
160 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
161 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
162 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
163 R_SHADOW_RENDERMODE_LIGHT_GLSL,
164 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
165 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
166 R_SHADOW_RENDERMODE_SHADOWMAP2D
168 r_shadow_rendermode_t;
170 typedef enum r_shadow_shadowmode_e
172 R_SHADOW_SHADOWMODE_STENCIL,
173 R_SHADOW_SHADOWMODE_SHADOWMAP2D
175 r_shadow_shadowmode_t;
177 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
178 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
181 qboolean r_shadow_usingshadowmap2d;
182 qboolean r_shadow_usingshadowmaportho;
183 int r_shadow_shadowmapside;
184 float r_shadow_shadowmap_texturescale[2];
185 float r_shadow_shadowmap_parameters[4];
187 int r_shadow_drawbuffer;
188 int r_shadow_readbuffer;
190 int r_shadow_cullface_front, r_shadow_cullface_back;
191 GLuint r_shadow_fbo2d;
192 r_shadow_shadowmode_t r_shadow_shadowmode;
193 int r_shadow_shadowmapfilterquality;
194 int r_shadow_shadowmapdepthbits;
195 int r_shadow_shadowmapmaxsize;
196 qboolean r_shadow_shadowmapvsdct;
197 qboolean r_shadow_shadowmapsampler;
198 int r_shadow_shadowmappcf;
199 int r_shadow_shadowmapborder;
200 matrix4x4_t r_shadow_shadowmapmatrix;
201 int r_shadow_lightscissor[4];
202 qboolean r_shadow_usingdeferredprepass;
204 int maxshadowtriangles;
207 int maxshadowvertices;
208 float *shadowvertex3f;
218 unsigned char *shadowsides;
219 int *shadowsideslist;
226 int r_shadow_buffer_numleafpvsbytes;
227 unsigned char *r_shadow_buffer_visitingleafpvs;
228 unsigned char *r_shadow_buffer_leafpvs;
229 int *r_shadow_buffer_leaflist;
231 int r_shadow_buffer_numsurfacepvsbytes;
232 unsigned char *r_shadow_buffer_surfacepvs;
233 int *r_shadow_buffer_surfacelist;
234 unsigned char *r_shadow_buffer_surfacesides;
236 int r_shadow_buffer_numshadowtrispvsbytes;
237 unsigned char *r_shadow_buffer_shadowtrispvs;
238 int r_shadow_buffer_numlighttrispvsbytes;
239 unsigned char *r_shadow_buffer_lighttrispvs;
241 rtexturepool_t *r_shadow_texturepool;
242 rtexture_t *r_shadow_attenuationgradienttexture;
243 rtexture_t *r_shadow_attenuation2dtexture;
244 rtexture_t *r_shadow_attenuation3dtexture;
245 skinframe_t *r_shadow_lightcorona;
246 rtexture_t *r_shadow_shadowmap2dtexture;
247 rtexture_t *r_shadow_shadowmap2dcolortexture;
248 rtexture_t *r_shadow_shadowmapvsdcttexture;
249 int r_shadow_shadowmapsize; // changes for each light based on distance
250 int r_shadow_shadowmaplod; // changes for each light based on distance
252 GLuint r_shadow_prepassgeometryfbo;
253 GLuint r_shadow_prepasslightingfbo;
254 int r_shadow_prepass_width;
255 int r_shadow_prepass_height;
256 rtexture_t *r_shadow_prepassgeometrydepthtexture;
257 rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
258 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
259 rtexture_t *r_shadow_prepasslightingdiffusetexture;
260 rtexture_t *r_shadow_prepasslightingspeculartexture;
262 // lights are reloaded when this changes
263 char r_shadow_mapname[MAX_QPATH];
265 // used only for light filters (cubemaps)
266 rtexturepool_t *r_shadow_filters_texturepool;
268 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
270 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
271 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
272 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
273 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
274 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
275 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
276 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
277 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
278 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
279 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
280 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
281 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
282 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
283 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
284 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
285 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
286 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
287 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
288 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
289 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
290 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
291 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
292 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
293 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
294 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
295 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
296 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
297 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
298 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
299 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
300 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
301 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
302 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
303 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
304 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
305 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
306 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
307 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
308 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
309 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
310 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
311 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
312 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
313 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
314 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
315 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
316 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
317 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
318 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
319 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
320 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
321 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
322 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
323 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
324 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
325 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
326 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
327 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
328 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
329 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
331 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
332 #define ATTENTABLESIZE 256
333 // 1D gradient, 2D circle and 3D sphere attenuation textures
334 #define ATTEN1DSIZE 32
335 #define ATTEN2DSIZE 64
336 #define ATTEN3DSIZE 32
338 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
339 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
340 static float r_shadow_attentable[ATTENTABLESIZE+1];
342 rtlight_t *r_shadow_compilingrtlight;
343 static memexpandablearray_t r_shadow_worldlightsarray;
344 dlight_t *r_shadow_selectedlight;
345 dlight_t r_shadow_bufferlight;
346 vec3_t r_editlights_cursorlocation;
347 qboolean r_editlights_lockcursor;
349 extern int con_vislines;
351 void R_Shadow_UncompileWorldLights(void);
352 void R_Shadow_ClearWorldLights(void);
353 void R_Shadow_SaveWorldLights(void);
354 void R_Shadow_LoadWorldLights(void);
355 void R_Shadow_LoadLightsFile(void);
356 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
357 void R_Shadow_EditLights_Reload_f(void);
358 void R_Shadow_ValidateCvars(void);
359 static void R_Shadow_MakeTextures(void);
361 #define EDLIGHTSPRSIZE 8
362 skinframe_t *r_editlights_sprcursor;
363 skinframe_t *r_editlights_sprlight;
364 skinframe_t *r_editlights_sprnoshadowlight;
365 skinframe_t *r_editlights_sprcubemaplight;
366 skinframe_t *r_editlights_sprcubemapnoshadowlight;
367 skinframe_t *r_editlights_sprselection;
369 void R_Shadow_SetShadowMode(void)
371 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
372 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
373 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
374 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
375 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
376 r_shadow_shadowmaplod = -1;
377 r_shadow_shadowmapsize = 0;
378 r_shadow_shadowmapsampler = false;
379 r_shadow_shadowmappcf = 0;
380 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
381 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
383 switch(vid.renderpath)
385 case RENDERPATH_GL20:
386 if(r_shadow_shadowmapfilterquality < 0)
388 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
389 r_shadow_shadowmappcf = 1;
390 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD"))
392 r_shadow_shadowmapsampler = vid.support.arb_shadow;
393 r_shadow_shadowmappcf = 1;
395 else if(strstr(gl_vendor, "ATI"))
396 r_shadow_shadowmappcf = 1;
398 r_shadow_shadowmapsampler = vid.support.arb_shadow;
402 switch (r_shadow_shadowmapfilterquality)
405 r_shadow_shadowmapsampler = vid.support.arb_shadow;
408 r_shadow_shadowmapsampler = vid.support.arb_shadow;
409 r_shadow_shadowmappcf = 1;
412 r_shadow_shadowmappcf = 1;
415 r_shadow_shadowmappcf = 2;
419 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
420 // Cg has very little choice in depth texture sampling
422 r_shadow_shadowmapsampler = false;
424 case RENDERPATH_CGGL:
425 case RENDERPATH_D3D9:
426 case RENDERPATH_D3D10:
427 case RENDERPATH_D3D11:
428 r_shadow_shadowmapsampler = false;
429 r_shadow_shadowmappcf = 1;
430 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
432 case RENDERPATH_GL13:
434 case RENDERPATH_GL11:
440 qboolean R_Shadow_ShadowMappingEnabled(void)
442 switch (r_shadow_shadowmode)
444 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
451 void R_Shadow_FreeShadowMaps(void)
453 R_Shadow_SetShadowMode();
455 R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
459 if (r_shadow_shadowmap2dtexture)
460 R_FreeTexture(r_shadow_shadowmap2dtexture);
461 r_shadow_shadowmap2dtexture = NULL;
463 if (r_shadow_shadowmap2dcolortexture)
464 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
465 r_shadow_shadowmap2dcolortexture = NULL;
467 if (r_shadow_shadowmapvsdcttexture)
468 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
469 r_shadow_shadowmapvsdcttexture = NULL;
472 void r_shadow_start(void)
474 // allocate vertex processing arrays
475 r_shadow_attenuationgradienttexture = NULL;
476 r_shadow_attenuation2dtexture = NULL;
477 r_shadow_attenuation3dtexture = NULL;
478 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
479 r_shadow_shadowmap2dtexture = NULL;
480 r_shadow_shadowmap2dcolortexture = NULL;
481 r_shadow_shadowmapvsdcttexture = NULL;
482 r_shadow_shadowmapmaxsize = 0;
483 r_shadow_shadowmapsize = 0;
484 r_shadow_shadowmaplod = 0;
485 r_shadow_shadowmapfilterquality = -1;
486 r_shadow_shadowmapdepthbits = 0;
487 r_shadow_shadowmapvsdct = false;
488 r_shadow_shadowmapsampler = false;
489 r_shadow_shadowmappcf = 0;
492 R_Shadow_FreeShadowMaps();
494 r_shadow_texturepool = NULL;
495 r_shadow_filters_texturepool = NULL;
496 R_Shadow_ValidateCvars();
497 R_Shadow_MakeTextures();
498 maxshadowtriangles = 0;
499 shadowelements = NULL;
500 maxshadowvertices = 0;
501 shadowvertex3f = NULL;
509 shadowmarklist = NULL;
514 shadowsideslist = NULL;
515 r_shadow_buffer_numleafpvsbytes = 0;
516 r_shadow_buffer_visitingleafpvs = NULL;
517 r_shadow_buffer_leafpvs = NULL;
518 r_shadow_buffer_leaflist = NULL;
519 r_shadow_buffer_numsurfacepvsbytes = 0;
520 r_shadow_buffer_surfacepvs = NULL;
521 r_shadow_buffer_surfacelist = NULL;
522 r_shadow_buffer_surfacesides = NULL;
523 r_shadow_buffer_numshadowtrispvsbytes = 0;
524 r_shadow_buffer_shadowtrispvs = NULL;
525 r_shadow_buffer_numlighttrispvsbytes = 0;
526 r_shadow_buffer_lighttrispvs = NULL;
528 r_shadow_usingdeferredprepass = false;
529 r_shadow_prepass_width = r_shadow_prepass_height = 0;
532 static void R_Shadow_FreeDeferred(void);
533 void r_shadow_shutdown(void)
536 R_Shadow_UncompileWorldLights();
538 R_Shadow_FreeShadowMaps();
540 r_shadow_usingdeferredprepass = false;
541 if (r_shadow_prepass_width)
542 R_Shadow_FreeDeferred();
543 r_shadow_prepass_width = r_shadow_prepass_height = 0;
546 r_shadow_attenuationgradienttexture = NULL;
547 r_shadow_attenuation2dtexture = NULL;
548 r_shadow_attenuation3dtexture = NULL;
549 R_FreeTexturePool(&r_shadow_texturepool);
550 R_FreeTexturePool(&r_shadow_filters_texturepool);
551 maxshadowtriangles = 0;
553 Mem_Free(shadowelements);
554 shadowelements = NULL;
556 Mem_Free(shadowvertex3f);
557 shadowvertex3f = NULL;
560 Mem_Free(vertexupdate);
563 Mem_Free(vertexremap);
569 Mem_Free(shadowmark);
572 Mem_Free(shadowmarklist);
573 shadowmarklist = NULL;
578 Mem_Free(shadowsides);
581 Mem_Free(shadowsideslist);
582 shadowsideslist = NULL;
583 r_shadow_buffer_numleafpvsbytes = 0;
584 if (r_shadow_buffer_visitingleafpvs)
585 Mem_Free(r_shadow_buffer_visitingleafpvs);
586 r_shadow_buffer_visitingleafpvs = NULL;
587 if (r_shadow_buffer_leafpvs)
588 Mem_Free(r_shadow_buffer_leafpvs);
589 r_shadow_buffer_leafpvs = NULL;
590 if (r_shadow_buffer_leaflist)
591 Mem_Free(r_shadow_buffer_leaflist);
592 r_shadow_buffer_leaflist = NULL;
593 r_shadow_buffer_numsurfacepvsbytes = 0;
594 if (r_shadow_buffer_surfacepvs)
595 Mem_Free(r_shadow_buffer_surfacepvs);
596 r_shadow_buffer_surfacepvs = NULL;
597 if (r_shadow_buffer_surfacelist)
598 Mem_Free(r_shadow_buffer_surfacelist);
599 r_shadow_buffer_surfacelist = NULL;
600 if (r_shadow_buffer_surfacesides)
601 Mem_Free(r_shadow_buffer_surfacesides);
602 r_shadow_buffer_surfacesides = NULL;
603 r_shadow_buffer_numshadowtrispvsbytes = 0;
604 if (r_shadow_buffer_shadowtrispvs)
605 Mem_Free(r_shadow_buffer_shadowtrispvs);
606 r_shadow_buffer_numlighttrispvsbytes = 0;
607 if (r_shadow_buffer_lighttrispvs)
608 Mem_Free(r_shadow_buffer_lighttrispvs);
611 void r_shadow_newmap(void)
613 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
614 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
615 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
616 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
617 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
618 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
619 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
620 if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
621 R_Shadow_EditLights_Reload_f();
624 void R_Shadow_Init(void)
626 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
627 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
628 Cvar_RegisterVariable(&r_shadow_usenormalmap);
629 Cvar_RegisterVariable(&r_shadow_debuglight);
630 Cvar_RegisterVariable(&r_shadow_deferred);
631 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
632 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
633 Cvar_RegisterVariable(&r_shadow_gloss);
634 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
635 Cvar_RegisterVariable(&r_shadow_glossintensity);
636 Cvar_RegisterVariable(&r_shadow_glossexponent);
637 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
638 Cvar_RegisterVariable(&r_shadow_glossexact);
639 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
640 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
641 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
642 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
643 Cvar_RegisterVariable(&r_shadow_projectdistance);
644 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
645 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
646 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
647 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
648 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
649 Cvar_RegisterVariable(&r_shadow_realtime_world);
650 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
651 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
652 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
653 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
654 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
655 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
656 Cvar_RegisterVariable(&r_shadow_scissor);
657 Cvar_RegisterVariable(&r_shadow_shadowmapping);
658 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
659 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
660 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
661 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
662 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
663 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
664 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
665 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
666 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
667 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
668 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
669 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
670 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
671 Cvar_RegisterVariable(&r_shadow_polygonfactor);
672 Cvar_RegisterVariable(&r_shadow_polygonoffset);
673 Cvar_RegisterVariable(&r_shadow_texture3d);
674 Cvar_RegisterVariable(&r_coronas);
675 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
676 Cvar_RegisterVariable(&r_coronas_occlusionquery);
677 Cvar_RegisterVariable(&gl_flashblend);
678 Cvar_RegisterVariable(&gl_ext_separatestencil);
679 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
680 if (gamemode == GAME_TENEBRAE)
682 Cvar_SetValue("r_shadow_gloss", 2);
683 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
685 R_Shadow_EditLights_Init();
686 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
687 maxshadowtriangles = 0;
688 shadowelements = NULL;
689 maxshadowvertices = 0;
690 shadowvertex3f = NULL;
698 shadowmarklist = NULL;
703 shadowsideslist = NULL;
704 r_shadow_buffer_numleafpvsbytes = 0;
705 r_shadow_buffer_visitingleafpvs = NULL;
706 r_shadow_buffer_leafpvs = NULL;
707 r_shadow_buffer_leaflist = NULL;
708 r_shadow_buffer_numsurfacepvsbytes = 0;
709 r_shadow_buffer_surfacepvs = NULL;
710 r_shadow_buffer_surfacelist = NULL;
711 r_shadow_buffer_surfacesides = NULL;
712 r_shadow_buffer_shadowtrispvs = NULL;
713 r_shadow_buffer_lighttrispvs = NULL;
714 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
717 matrix4x4_t matrix_attenuationxyz =
720 {0.5, 0.0, 0.0, 0.5},
721 {0.0, 0.5, 0.0, 0.5},
722 {0.0, 0.0, 0.5, 0.5},
727 matrix4x4_t matrix_attenuationz =
730 {0.0, 0.0, 0.5, 0.5},
731 {0.0, 0.0, 0.0, 0.5},
732 {0.0, 0.0, 0.0, 0.5},
737 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
739 numvertices = ((numvertices + 255) & ~255) * vertscale;
740 numtriangles = ((numtriangles + 255) & ~255) * triscale;
741 // make sure shadowelements is big enough for this volume
742 if (maxshadowtriangles < numtriangles)
744 maxshadowtriangles = numtriangles;
746 Mem_Free(shadowelements);
747 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
749 // make sure shadowvertex3f is big enough for this volume
750 if (maxshadowvertices < numvertices)
752 maxshadowvertices = numvertices;
754 Mem_Free(shadowvertex3f);
755 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
759 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
761 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
762 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
763 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
764 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
765 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
767 if (r_shadow_buffer_visitingleafpvs)
768 Mem_Free(r_shadow_buffer_visitingleafpvs);
769 if (r_shadow_buffer_leafpvs)
770 Mem_Free(r_shadow_buffer_leafpvs);
771 if (r_shadow_buffer_leaflist)
772 Mem_Free(r_shadow_buffer_leaflist);
773 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
774 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
775 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
776 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
778 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
780 if (r_shadow_buffer_surfacepvs)
781 Mem_Free(r_shadow_buffer_surfacepvs);
782 if (r_shadow_buffer_surfacelist)
783 Mem_Free(r_shadow_buffer_surfacelist);
784 if (r_shadow_buffer_surfacesides)
785 Mem_Free(r_shadow_buffer_surfacesides);
786 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
787 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
788 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
789 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
791 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
793 if (r_shadow_buffer_shadowtrispvs)
794 Mem_Free(r_shadow_buffer_shadowtrispvs);
795 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
796 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
798 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
800 if (r_shadow_buffer_lighttrispvs)
801 Mem_Free(r_shadow_buffer_lighttrispvs);
802 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
803 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
807 void R_Shadow_PrepareShadowMark(int numtris)
809 // make sure shadowmark is big enough for this volume
810 if (maxshadowmark < numtris)
812 maxshadowmark = numtris;
814 Mem_Free(shadowmark);
816 Mem_Free(shadowmarklist);
817 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
818 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
822 // if shadowmarkcount wrapped we clear the array and adjust accordingly
823 if (shadowmarkcount == 0)
826 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
831 void R_Shadow_PrepareShadowSides(int numtris)
833 if (maxshadowsides < numtris)
835 maxshadowsides = numtris;
837 Mem_Free(shadowsides);
839 Mem_Free(shadowsideslist);
840 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
841 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
846 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
849 int outtriangles = 0, outvertices = 0;
852 float ratio, direction[3], projectvector[3];
854 if (projectdirection)
855 VectorScale(projectdirection, projectdistance, projectvector);
857 VectorClear(projectvector);
859 // create the vertices
860 if (projectdirection)
862 for (i = 0;i < numshadowmarktris;i++)
864 element = inelement3i + shadowmarktris[i] * 3;
865 for (j = 0;j < 3;j++)
867 if (vertexupdate[element[j]] != vertexupdatenum)
869 vertexupdate[element[j]] = vertexupdatenum;
870 vertexremap[element[j]] = outvertices;
871 vertex = invertex3f + element[j] * 3;
872 // project one copy of the vertex according to projectvector
873 VectorCopy(vertex, outvertex3f);
874 VectorAdd(vertex, projectvector, (outvertex3f + 3));
883 for (i = 0;i < numshadowmarktris;i++)
885 element = inelement3i + shadowmarktris[i] * 3;
886 for (j = 0;j < 3;j++)
888 if (vertexupdate[element[j]] != vertexupdatenum)
890 vertexupdate[element[j]] = vertexupdatenum;
891 vertexremap[element[j]] = outvertices;
892 vertex = invertex3f + element[j] * 3;
893 // project one copy of the vertex to the sphere radius of the light
894 // (FIXME: would projecting it to the light box be better?)
895 VectorSubtract(vertex, projectorigin, direction);
896 ratio = projectdistance / VectorLength(direction);
897 VectorCopy(vertex, outvertex3f);
898 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
906 if (r_shadow_frontsidecasting.integer)
908 for (i = 0;i < numshadowmarktris;i++)
910 int remappedelement[3];
912 const int *neighbortriangle;
914 markindex = shadowmarktris[i] * 3;
915 element = inelement3i + markindex;
916 neighbortriangle = inneighbor3i + markindex;
917 // output the front and back triangles
918 outelement3i[0] = vertexremap[element[0]];
919 outelement3i[1] = vertexremap[element[1]];
920 outelement3i[2] = vertexremap[element[2]];
921 outelement3i[3] = vertexremap[element[2]] + 1;
922 outelement3i[4] = vertexremap[element[1]] + 1;
923 outelement3i[5] = vertexremap[element[0]] + 1;
927 // output the sides (facing outward from this triangle)
928 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
930 remappedelement[0] = vertexremap[element[0]];
931 remappedelement[1] = vertexremap[element[1]];
932 outelement3i[0] = remappedelement[1];
933 outelement3i[1] = remappedelement[0];
934 outelement3i[2] = remappedelement[0] + 1;
935 outelement3i[3] = remappedelement[1];
936 outelement3i[4] = remappedelement[0] + 1;
937 outelement3i[5] = remappedelement[1] + 1;
942 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
944 remappedelement[1] = vertexremap[element[1]];
945 remappedelement[2] = vertexremap[element[2]];
946 outelement3i[0] = remappedelement[2];
947 outelement3i[1] = remappedelement[1];
948 outelement3i[2] = remappedelement[1] + 1;
949 outelement3i[3] = remappedelement[2];
950 outelement3i[4] = remappedelement[1] + 1;
951 outelement3i[5] = remappedelement[2] + 1;
956 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
958 remappedelement[0] = vertexremap[element[0]];
959 remappedelement[2] = vertexremap[element[2]];
960 outelement3i[0] = remappedelement[0];
961 outelement3i[1] = remappedelement[2];
962 outelement3i[2] = remappedelement[2] + 1;
963 outelement3i[3] = remappedelement[0];
964 outelement3i[4] = remappedelement[2] + 1;
965 outelement3i[5] = remappedelement[0] + 1;
974 for (i = 0;i < numshadowmarktris;i++)
976 int remappedelement[3];
978 const int *neighbortriangle;
980 markindex = shadowmarktris[i] * 3;
981 element = inelement3i + markindex;
982 neighbortriangle = inneighbor3i + markindex;
983 // output the front and back triangles
984 outelement3i[0] = vertexremap[element[2]];
985 outelement3i[1] = vertexremap[element[1]];
986 outelement3i[2] = vertexremap[element[0]];
987 outelement3i[3] = vertexremap[element[0]] + 1;
988 outelement3i[4] = vertexremap[element[1]] + 1;
989 outelement3i[5] = vertexremap[element[2]] + 1;
993 // output the sides (facing outward from this triangle)
994 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
996 remappedelement[0] = vertexremap[element[0]];
997 remappedelement[1] = vertexremap[element[1]];
998 outelement3i[0] = remappedelement[0];
999 outelement3i[1] = remappedelement[1];
1000 outelement3i[2] = remappedelement[1] + 1;
1001 outelement3i[3] = remappedelement[0];
1002 outelement3i[4] = remappedelement[1] + 1;
1003 outelement3i[5] = remappedelement[0] + 1;
1008 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1010 remappedelement[1] = vertexremap[element[1]];
1011 remappedelement[2] = vertexremap[element[2]];
1012 outelement3i[0] = remappedelement[1];
1013 outelement3i[1] = remappedelement[2];
1014 outelement3i[2] = remappedelement[2] + 1;
1015 outelement3i[3] = remappedelement[1];
1016 outelement3i[4] = remappedelement[2] + 1;
1017 outelement3i[5] = remappedelement[1] + 1;
1022 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1024 remappedelement[0] = vertexremap[element[0]];
1025 remappedelement[2] = vertexremap[element[2]];
1026 outelement3i[0] = remappedelement[2];
1027 outelement3i[1] = remappedelement[0];
1028 outelement3i[2] = remappedelement[0] + 1;
1029 outelement3i[3] = remappedelement[2];
1030 outelement3i[4] = remappedelement[0] + 1;
1031 outelement3i[5] = remappedelement[2] + 1;
1039 *outnumvertices = outvertices;
1040 return outtriangles;
1043 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1046 int outtriangles = 0, outvertices = 0;
1048 const float *vertex;
1049 float ratio, direction[3], projectvector[3];
1052 if (projectdirection)
1053 VectorScale(projectdirection, projectdistance, projectvector);
1055 VectorClear(projectvector);
1057 for (i = 0;i < numshadowmarktris;i++)
1059 int remappedelement[3];
1061 const int *neighbortriangle;
1063 markindex = shadowmarktris[i] * 3;
1064 neighbortriangle = inneighbor3i + markindex;
1065 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1066 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1067 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1068 if (side[0] + side[1] + side[2] == 0)
1072 element = inelement3i + markindex;
1074 // create the vertices
1075 for (j = 0;j < 3;j++)
1077 if (side[j] + side[j+1] == 0)
1080 if (vertexupdate[k] != vertexupdatenum)
1082 vertexupdate[k] = vertexupdatenum;
1083 vertexremap[k] = outvertices;
1084 vertex = invertex3f + k * 3;
1085 VectorCopy(vertex, outvertex3f);
1086 if (projectdirection)
1088 // project one copy of the vertex according to projectvector
1089 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1093 // project one copy of the vertex to the sphere radius of the light
1094 // (FIXME: would projecting it to the light box be better?)
1095 VectorSubtract(vertex, projectorigin, direction);
1096 ratio = projectdistance / VectorLength(direction);
1097 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1104 // output the sides (facing outward from this triangle)
1107 remappedelement[0] = vertexremap[element[0]];
1108 remappedelement[1] = vertexremap[element[1]];
1109 outelement3i[0] = remappedelement[1];
1110 outelement3i[1] = remappedelement[0];
1111 outelement3i[2] = remappedelement[0] + 1;
1112 outelement3i[3] = remappedelement[1];
1113 outelement3i[4] = remappedelement[0] + 1;
1114 outelement3i[5] = remappedelement[1] + 1;
1121 remappedelement[1] = vertexremap[element[1]];
1122 remappedelement[2] = vertexremap[element[2]];
1123 outelement3i[0] = remappedelement[2];
1124 outelement3i[1] = remappedelement[1];
1125 outelement3i[2] = remappedelement[1] + 1;
1126 outelement3i[3] = remappedelement[2];
1127 outelement3i[4] = remappedelement[1] + 1;
1128 outelement3i[5] = remappedelement[2] + 1;
1135 remappedelement[0] = vertexremap[element[0]];
1136 remappedelement[2] = vertexremap[element[2]];
1137 outelement3i[0] = remappedelement[0];
1138 outelement3i[1] = remappedelement[2];
1139 outelement3i[2] = remappedelement[2] + 1;
1140 outelement3i[3] = remappedelement[0];
1141 outelement3i[4] = remappedelement[2] + 1;
1142 outelement3i[5] = remappedelement[0] + 1;
1149 *outnumvertices = outvertices;
1150 return outtriangles;
1153 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1159 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1161 tend = firsttriangle + numtris;
1162 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1164 // surface box entirely inside light box, no box cull
1165 if (projectdirection)
1167 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1169 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1170 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1171 shadowmarklist[numshadowmark++] = t;
1176 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1177 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1178 shadowmarklist[numshadowmark++] = t;
1183 // surface box not entirely inside light box, cull each triangle
1184 if (projectdirection)
1186 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1188 v[0] = invertex3f + e[0] * 3;
1189 v[1] = invertex3f + e[1] * 3;
1190 v[2] = invertex3f + e[2] * 3;
1191 TriangleNormal(v[0], v[1], v[2], normal);
1192 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1193 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1194 shadowmarklist[numshadowmark++] = t;
1199 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1201 v[0] = invertex3f + e[0] * 3;
1202 v[1] = invertex3f + e[1] * 3;
1203 v[2] = invertex3f + e[2] * 3;
1204 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1205 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1206 shadowmarklist[numshadowmark++] = t;
1212 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1217 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1219 // check if the shadow volume intersects the near plane
1221 // a ray between the eye and light origin may intersect the caster,
1222 // indicating that the shadow may touch the eye location, however we must
1223 // test the near plane (a polygon), not merely the eye location, so it is
1224 // easiest to enlarge the caster bounding shape slightly for this.
1230 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1232 int i, tris, outverts;
1233 if (projectdistance < 0.1)
1235 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1238 if (!numverts || !nummarktris)
1240 // make sure shadowelements is big enough for this volume
1241 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1242 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1244 if (maxvertexupdate < numverts)
1246 maxvertexupdate = numverts;
1248 Mem_Free(vertexupdate);
1250 Mem_Free(vertexremap);
1251 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1252 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1253 vertexupdatenum = 0;
1256 if (vertexupdatenum == 0)
1258 vertexupdatenum = 1;
1259 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1260 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1263 for (i = 0;i < nummarktris;i++)
1264 shadowmark[marktris[i]] = shadowmarkcount;
1266 if (r_shadow_compilingrtlight)
1268 // if we're compiling an rtlight, capture the mesh
1269 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1270 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1271 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1272 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1274 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1276 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1277 R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
1278 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1282 // decide which type of shadow to generate and set stencil mode
1283 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1284 // generate the sides or a solid volume, depending on type
1285 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1286 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1288 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1289 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1290 r_refdef.stats.lights_shadowtriangles += tris;
1291 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1293 // increment stencil if frontface is infront of depthbuffer
1294 GL_CullFace(r_refdef.view.cullface_front);
1295 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1296 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1297 // decrement stencil if backface is infront of depthbuffer
1298 GL_CullFace(r_refdef.view.cullface_back);
1299 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1301 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1303 // decrement stencil if backface is behind depthbuffer
1304 GL_CullFace(r_refdef.view.cullface_front);
1305 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1306 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1307 // increment stencil if frontface is behind depthbuffer
1308 GL_CullFace(r_refdef.view.cullface_back);
1309 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1311 R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
1312 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1316 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1318 // p1, p2, p3 are in the cubemap's local coordinate system
1319 // bias = border/(size - border)
1322 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1323 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1324 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1325 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1327 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1328 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1329 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1330 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1332 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1333 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1334 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1336 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1337 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1338 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1339 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1341 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1342 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1343 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1344 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1346 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1347 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1348 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1350 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1351 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1352 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1353 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1355 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1356 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1357 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1358 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1360 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1361 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1362 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1367 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1369 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1370 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1373 VectorSubtract(maxs, mins, radius);
1374 VectorScale(radius, 0.5f, radius);
1375 VectorAdd(mins, radius, center);
1376 Matrix4x4_Transform(worldtolight, center, lightcenter);
1377 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1378 VectorSubtract(lightcenter, lightradius, pmin);
1379 VectorAdd(lightcenter, lightradius, pmax);
1381 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1382 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1383 if(ap1 > bias*an1 && ap2 > bias*an2)
1385 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1386 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1387 if(an1 > bias*ap1 && an2 > bias*ap2)
1389 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1390 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1392 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1393 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1394 if(ap1 > bias*an1 && ap2 > bias*an2)
1396 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1397 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1398 if(an1 > bias*ap1 && an2 > bias*ap2)
1400 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1401 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1403 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1404 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1405 if(ap1 > bias*an1 && ap2 > bias*an2)
1407 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1408 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1409 if(an1 > bias*ap1 && an2 > bias*ap2)
1411 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1412 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1417 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1419 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1421 // p is in the cubemap's local coordinate system
1422 // bias = border/(size - border)
1423 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1424 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1425 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1427 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1428 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1429 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1430 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1431 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1432 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1436 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1440 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1441 float scale = (size - 2*border)/size, len;
1442 float bias = border / (float)(size - border), dp, dn, ap, an;
1443 // check if cone enclosing side would cross frustum plane
1444 scale = 2 / (scale*scale + 2);
1445 for (i = 0;i < 5;i++)
1447 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1449 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1450 len = scale*VectorLength2(n);
1451 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1452 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1453 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1455 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1457 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1458 len = scale*VectorLength(n);
1459 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1460 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1461 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1463 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1464 // check if frustum corners/origin cross plane sides
1466 // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1467 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1468 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1469 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1470 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1471 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1472 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1473 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1474 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1475 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1476 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1477 for (i = 0;i < 4;i++)
1479 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1480 VectorSubtract(n, p, n);
1481 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1482 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1483 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1484 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1485 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1486 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1487 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1488 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1489 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1492 // finite version, assumes corners are a finite distance from origin dependent on far plane
1493 for (i = 0;i < 5;i++)
1495 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1496 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1497 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1498 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1499 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1500 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1501 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1502 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1503 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1504 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1507 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1510 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1518 int mask, surfacemask = 0;
1519 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1521 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1522 tend = firsttriangle + numtris;
1523 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1525 // surface box entirely inside light box, no box cull
1526 if (projectdirection)
1528 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1530 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1531 TriangleNormal(v[0], v[1], v[2], normal);
1532 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1534 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1535 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1536 surfacemask |= mask;
1539 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1540 shadowsides[numshadowsides] = mask;
1541 shadowsideslist[numshadowsides++] = t;
1548 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1550 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1551 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1553 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1554 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1555 surfacemask |= mask;
1558 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1559 shadowsides[numshadowsides] = mask;
1560 shadowsideslist[numshadowsides++] = t;
1568 // surface box not entirely inside light box, cull each triangle
1569 if (projectdirection)
1571 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1573 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1574 TriangleNormal(v[0], v[1], v[2], normal);
1575 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1576 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1578 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1579 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1580 surfacemask |= mask;
1583 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1584 shadowsides[numshadowsides] = mask;
1585 shadowsideslist[numshadowsides++] = t;
1592 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1594 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1595 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1596 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1598 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1599 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1600 surfacemask |= mask;
1603 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1604 shadowsides[numshadowsides] = mask;
1605 shadowsideslist[numshadowsides++] = t;
1614 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1616 int i, j, outtriangles = 0;
1617 int *outelement3i[6];
1618 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1620 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1621 // make sure shadowelements is big enough for this mesh
1622 if (maxshadowtriangles < outtriangles)
1623 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1625 // compute the offset and size of the separate index lists for each cubemap side
1627 for (i = 0;i < 6;i++)
1629 outelement3i[i] = shadowelements + outtriangles * 3;
1630 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1631 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1632 outtriangles += sidetotals[i];
1635 // gather up the (sparse) triangles into separate index lists for each cubemap side
1636 for (i = 0;i < numsidetris;i++)
1638 const int *element = elements + sidetris[i] * 3;
1639 for (j = 0;j < 6;j++)
1641 if (sides[i] & (1 << j))
1643 outelement3i[j][0] = element[0];
1644 outelement3i[j][1] = element[1];
1645 outelement3i[j][2] = element[2];
1646 outelement3i[j] += 3;
1651 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1654 static void R_Shadow_MakeTextures_MakeCorona(void)
1658 unsigned char pixels[32][32][4];
1659 for (y = 0;y < 32;y++)
1661 dy = (y - 15.5f) * (1.0f / 16.0f);
1662 for (x = 0;x < 32;x++)
1664 dx = (x - 15.5f) * (1.0f / 16.0f);
1665 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1666 a = bound(0, a, 255);
1667 pixels[y][x][0] = a;
1668 pixels[y][x][1] = a;
1669 pixels[y][x][2] = a;
1670 pixels[y][x][3] = 255;
1673 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1676 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1678 float dist = sqrt(x*x+y*y+z*z);
1679 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1680 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1681 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1684 static void R_Shadow_MakeTextures(void)
1687 float intensity, dist;
1689 R_Shadow_FreeShadowMaps();
1690 R_FreeTexturePool(&r_shadow_texturepool);
1691 r_shadow_texturepool = R_AllocTexturePool();
1692 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1693 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1694 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1695 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1696 for (x = 0;x <= ATTENTABLESIZE;x++)
1698 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1699 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1700 r_shadow_attentable[x] = bound(0, intensity, 1);
1702 // 1D gradient texture
1703 for (x = 0;x < ATTEN1DSIZE;x++)
1704 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1705 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1706 // 2D circle texture
1707 for (y = 0;y < ATTEN2DSIZE;y++)
1708 for (x = 0;x < ATTEN2DSIZE;x++)
1709 data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1710 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1711 // 3D sphere texture
1712 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1714 for (z = 0;z < ATTEN3DSIZE;z++)
1715 for (y = 0;y < ATTEN3DSIZE;y++)
1716 for (x = 0;x < ATTEN3DSIZE;x++)
1717 data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1718 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1721 r_shadow_attenuation3dtexture = NULL;
1724 R_Shadow_MakeTextures_MakeCorona();
1726 // Editor light sprites
1727 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1744 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1745 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1762 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1763 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1780 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1781 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1798 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1799 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1816 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1817 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1834 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1837 void R_Shadow_ValidateCvars(void)
1839 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1840 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1841 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1842 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1843 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1844 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1847 //static const r_vertexposition_t resetvertexposition[3] = {{0, 0, 0}};
1849 void R_Shadow_RenderMode_Begin(void)
1855 R_Shadow_ValidateCvars();
1857 if (!r_shadow_attenuation2dtexture
1858 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1859 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1860 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1861 R_Shadow_MakeTextures();
1864 R_Mesh_ResetTextureState();
1865 // R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
1866 GL_BlendFunc(GL_ONE, GL_ZERO);
1867 GL_DepthRange(0, 1);
1868 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1870 GL_DepthMask(false);
1871 GL_Color(0, 0, 0, 1);
1872 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1874 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1876 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1878 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1879 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1881 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1883 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1884 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1888 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1889 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1892 switch(vid.renderpath)
1894 case RENDERPATH_GL20:
1895 case RENDERPATH_CGGL:
1896 case RENDERPATH_D3D9:
1897 case RENDERPATH_D3D10:
1898 case RENDERPATH_D3D11:
1899 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1901 case RENDERPATH_GL13:
1902 case RENDERPATH_GL11:
1903 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1904 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1905 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1906 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1907 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1908 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1910 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1916 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1917 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1918 r_shadow_drawbuffer = drawbuffer;
1919 r_shadow_readbuffer = readbuffer;
1921 r_shadow_cullface_front = r_refdef.view.cullface_front;
1922 r_shadow_cullface_back = r_refdef.view.cullface_back;
1925 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1927 rsurface.rtlight = rtlight;
1930 void R_Shadow_RenderMode_Reset(void)
1932 R_Mesh_ResetRenderTargets();
1933 R_SetViewport(&r_refdef.view.viewport);
1934 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1935 R_Mesh_ResetTextureState();
1936 // R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
1937 GL_DepthRange(0, 1);
1939 GL_DepthMask(false);
1940 GL_DepthFunc(GL_LEQUAL);
1941 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1942 r_refdef.view.cullface_front = r_shadow_cullface_front;
1943 r_refdef.view.cullface_back = r_shadow_cullface_back;
1944 GL_CullFace(r_refdef.view.cullface_back);
1945 GL_Color(1, 1, 1, 1);
1946 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1947 GL_BlendFunc(GL_ONE, GL_ZERO);
1948 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
1949 r_shadow_usingshadowmap2d = false;
1950 r_shadow_usingshadowmaportho = false;
1951 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
1954 void R_Shadow_ClearStencil(void)
1956 GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
1957 r_refdef.stats.lights_clears++;
1960 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
1962 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
1963 if (r_shadow_rendermode == mode)
1965 R_Shadow_RenderMode_Reset();
1966 GL_DepthFunc(GL_LESS);
1967 GL_ColorMask(0, 0, 0, 0);
1968 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1969 GL_CullFace(GL_NONE);
1970 R_SetupShader_DepthOrShadow();
1971 r_shadow_rendermode = mode;
1976 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
1977 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
1978 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
1980 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
1981 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
1982 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
1987 static void R_Shadow_MakeVSDCT(void)
1989 // maps to a 2x3 texture rectangle with normalized coordinates
1994 // stores abs(dir.xy), offset.xy/2.5
1995 unsigned char data[4*6] =
1997 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
1998 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
1999 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2000 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2001 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2002 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2004 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2007 static void R_Shadow_MakeShadowMap(int side, int size)
2009 switch (r_shadow_shadowmode)
2011 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2012 if (r_shadow_shadowmap2dtexture) return;
2013 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2014 r_shadow_shadowmap2dcolortexture = NULL;
2015 switch(vid.renderpath)
2018 case RENDERPATH_D3D9:
2019 r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2020 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2024 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2032 // render depth into the fbo, do not render color at all
2033 // validate the fbo now
2037 qglDrawBuffer(GL_NONE);CHECKGLERROR
2038 qglReadBuffer(GL_NONE);CHECKGLERROR
2039 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2040 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2042 Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2043 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2044 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2049 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2051 float nearclip, farclip, bias;
2052 r_viewport_t viewport;
2055 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2057 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2058 r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2059 r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2060 r_shadow_shadowmapside = side;
2061 r_shadow_shadowmapsize = size;
2063 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2064 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2065 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2066 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2068 // complex unrolled cube approach (more flexible)
2069 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2070 R_Shadow_MakeVSDCT();
2071 if (!r_shadow_shadowmap2dtexture)
2072 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2073 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2074 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2075 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2076 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2078 R_Mesh_ResetTextureState();
2079 R_Mesh_ResetRenderTargets();
2080 R_Shadow_RenderMode_Reset();
2083 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2084 R_SetupShader_DepthOrShadow();
2087 R_SetupShader_ShowDepth();
2088 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2093 R_SetViewport(&viewport);
2094 flipped = (side & 1) ^ (side >> 2);
2095 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2096 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2097 switch(vid.renderpath)
2099 case RENDERPATH_GL11:
2100 case RENDERPATH_GL13:
2101 case RENDERPATH_GL20:
2102 case RENDERPATH_CGGL:
2103 GL_CullFace(r_refdef.view.cullface_back);
2104 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2105 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2107 // get tightest scissor rectangle that encloses all viewports in the clear mask
2108 int x1 = clear & 0x15 ? 0 : size;
2109 int x2 = clear & 0x2A ? 2 * size : size;
2110 int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2111 int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2112 GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2113 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2115 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2117 case RENDERPATH_D3D9:
2118 float clearcolor[4];
2119 Vector4Set(clearcolor, 1,1,1,1);
2120 // completely different meaning than in OpenGL path
2121 r_shadow_shadowmap_parameters[1] = 0;
2122 r_shadow_shadowmap_parameters[3] = -bias;
2123 // we invert the cull mode because we flip the projection matrix
2124 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2125 GL_CullFace(r_refdef.view.cullface_front);
2126 // D3D considers it an error to use a scissor larger than the viewport... clear just this view
2127 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2128 if (r_shadow_shadowmapsampler)
2130 GL_ColorMask(0,0,0,0);
2132 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2136 GL_ColorMask(1,1,1,1);
2138 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2141 case RENDERPATH_D3D10:
2142 case RENDERPATH_D3D11:
2143 // D3D considers it an error to use a scissor larger than the viewport... clear just this view
2144 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2145 GL_ColorMask(0,0,0,0);
2147 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2152 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2154 R_Mesh_ResetTextureState();
2155 R_Mesh_ResetRenderTargets();
2158 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2159 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2160 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2161 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2163 R_Shadow_RenderMode_Reset();
2164 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2166 GL_DepthFunc(GL_EQUAL);
2167 // do global setup needed for the chosen lighting mode
2168 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2169 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2170 r_shadow_usingshadowmap2d = shadowmapping;
2171 r_shadow_rendermode = r_shadow_lightingrendermode;
2172 // only draw light where this geometry was already rendered AND the
2173 // stencil is 128 (values other than this mean shadow)
2175 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2177 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2180 static const unsigned short bboxelements[36] =
2190 static const float bboxpoints[8][3] =
2202 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2205 float vertex3f[8*3];
2206 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2207 // do global setup needed for the chosen lighting mode
2208 R_Shadow_RenderMode_Reset();
2209 r_shadow_rendermode = r_shadow_lightingrendermode;
2210 R_EntityMatrix(&identitymatrix);
2211 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2212 // only draw light where this geometry was already rendered AND the
2213 // stencil is 128 (values other than this mean shadow)
2214 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2215 R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2217 r_shadow_usingshadowmap2d = shadowmapping;
2219 // render the lighting
2220 R_SetupShader_DeferredLight(rsurface.rtlight);
2221 for (i = 0;i < 8;i++)
2222 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2223 GL_ColorMask(1,1,1,1);
2224 GL_DepthMask(false);
2225 GL_DepthRange(0, 1);
2226 GL_PolygonOffset(0, 0);
2228 GL_DepthFunc(GL_GREATER);
2229 GL_CullFace(r_refdef.view.cullface_back);
2230 R_Mesh_PrepareVertices_Position_Arrays(8, vertex3f);
2231 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2234 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2236 R_Shadow_RenderMode_Reset();
2237 GL_BlendFunc(GL_ONE, GL_ONE);
2238 GL_DepthRange(0, 1);
2239 GL_DepthTest(r_showshadowvolumes.integer < 2);
2240 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2241 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2242 GL_CullFace(GL_NONE);
2243 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2246 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2248 R_Shadow_RenderMode_Reset();
2249 GL_BlendFunc(GL_ONE, GL_ONE);
2250 GL_DepthRange(0, 1);
2251 GL_DepthTest(r_showlighting.integer < 2);
2252 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2254 GL_DepthFunc(GL_EQUAL);
2255 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2256 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2259 void R_Shadow_RenderMode_End(void)
2261 R_Shadow_RenderMode_Reset();
2262 R_Shadow_RenderMode_ActiveLight(NULL);
2264 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2265 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2268 int bboxedges[12][2] =
2287 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2289 int i, ix1, iy1, ix2, iy2;
2290 float x1, y1, x2, y2;
2292 float vertex[20][3];
2301 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2302 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2303 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2304 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2306 if (!r_shadow_scissor.integer)
2309 // if view is inside the light box, just say yes it's visible
2310 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
2313 x1 = y1 = x2 = y2 = 0;
2315 // transform all corners that are infront of the nearclip plane
2316 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
2317 plane4f[3] = r_refdef.view.frustum[4].dist;
2319 for (i = 0;i < 8;i++)
2321 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
2322 dist[i] = DotProduct4(corner[i], plane4f);
2323 sign[i] = dist[i] > 0;
2326 VectorCopy(corner[i], vertex[numvertices]);
2330 // if some points are behind the nearclip, add clipped edge points to make
2331 // sure that the scissor boundary is complete
2332 if (numvertices > 0 && numvertices < 8)
2334 // add clipped edge points
2335 for (i = 0;i < 12;i++)
2337 j = bboxedges[i][0];
2338 k = bboxedges[i][1];
2339 if (sign[j] != sign[k])
2341 f = dist[j] / (dist[j] - dist[k]);
2342 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
2348 // if we have no points to check, the light is behind the view plane
2352 // if we have some points to transform, check what screen area is covered
2353 x1 = y1 = x2 = y2 = 0;
2355 //Con_Printf("%i vertices to transform...\n", numvertices);
2356 for (i = 0;i < numvertices;i++)
2358 VectorCopy(vertex[i], v);
2359 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
2360 //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]);
2363 if (x1 > v2[0]) x1 = v2[0];
2364 if (x2 < v2[0]) x2 = v2[0];
2365 if (y1 > v2[1]) y1 = v2[1];
2366 if (y2 < v2[1]) y2 = v2[1];
2375 // now convert the scissor rectangle to integer screen coordinates
2376 ix1 = (int)(x1 - 1.0f);
2377 iy1 = vid.height - (int)(y2 - 1.0f);
2378 ix2 = (int)(x2 + 1.0f);
2379 iy2 = vid.height - (int)(y1 + 1.0f);
2380 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
2382 // clamp it to the screen
2383 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
2384 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
2385 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
2386 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
2388 // if it is inside out, it's not visible
2389 if (ix2 <= ix1 || iy2 <= iy1)
2392 // the light area is visible, set up the scissor rectangle
2393 r_shadow_lightscissor[0] = ix1;
2394 r_shadow_lightscissor[1] = iy1;
2395 r_shadow_lightscissor[2] = ix2 - ix1;
2396 r_shadow_lightscissor[3] = iy2 - iy1;
2398 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
2399 switch(vid.renderpath)
2401 case RENDERPATH_D3D9:
2402 case RENDERPATH_D3D10:
2403 case RENDERPATH_D3D11:
2404 r_shadow_lightscissor[1] = vid.height - r_shadow_lightscissor[1] - r_shadow_lightscissor[3];
2406 case RENDERPATH_GL11:
2407 case RENDERPATH_GL13:
2408 case RENDERPATH_GL20:
2409 case RENDERPATH_CGGL:
2413 r_refdef.stats.lights_scissored++;
2417 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2420 const float *vertex3f;
2421 const float *normal3f;
2423 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2424 switch (r_shadow_rendermode)
2426 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2427 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2428 if (VectorLength2(diffusecolor) > 0)
2430 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
2432 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2433 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2434 if ((dot = DotProduct(n, v)) < 0)
2436 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2437 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2440 VectorCopy(ambientcolor, color4f);
2441 if (r_refdef.fogenabled)
2444 f = RSurf_FogVertex(vertex3f);
2445 VectorScale(color4f, f, color4f);
2452 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2454 VectorCopy(ambientcolor, color4f);
2455 if (r_refdef.fogenabled)
2458 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2459 f = RSurf_FogVertex(vertex3f);
2460 VectorScale(color4f + 4*i, f, color4f);
2466 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2467 if (VectorLength2(diffusecolor) > 0)
2469 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
2471 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2472 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2474 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2475 if ((dot = DotProduct(n, v)) < 0)
2477 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2478 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2479 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2480 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2484 color4f[0] = ambientcolor[0] * distintensity;
2485 color4f[1] = ambientcolor[1] * distintensity;
2486 color4f[2] = ambientcolor[2] * distintensity;
2488 if (r_refdef.fogenabled)
2491 f = RSurf_FogVertex(vertex3f);
2492 VectorScale(color4f, f, color4f);
2496 VectorClear(color4f);
2502 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2504 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2505 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2507 color4f[0] = ambientcolor[0] * distintensity;
2508 color4f[1] = ambientcolor[1] * distintensity;
2509 color4f[2] = ambientcolor[2] * distintensity;
2510 if (r_refdef.fogenabled)
2513 f = RSurf_FogVertex(vertex3f);
2514 VectorScale(color4f, f, color4f);
2518 VectorClear(color4f);
2523 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2524 if (VectorLength2(diffusecolor) > 0)
2526 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
2528 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2529 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2531 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2532 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2533 if ((dot = DotProduct(n, v)) < 0)
2535 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2536 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2537 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2538 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2542 color4f[0] = ambientcolor[0] * distintensity;
2543 color4f[1] = ambientcolor[1] * distintensity;
2544 color4f[2] = ambientcolor[2] * distintensity;
2546 if (r_refdef.fogenabled)
2549 f = RSurf_FogVertex(vertex3f);
2550 VectorScale(color4f, f, color4f);
2554 VectorClear(color4f);
2560 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2562 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2563 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2565 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2566 color4f[0] = ambientcolor[0] * distintensity;
2567 color4f[1] = ambientcolor[1] * distintensity;
2568 color4f[2] = ambientcolor[2] * distintensity;
2569 if (r_refdef.fogenabled)
2572 f = RSurf_FogVertex(vertex3f);
2573 VectorScale(color4f, f, color4f);
2577 VectorClear(color4f);
2587 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
2589 // used to display how many times a surface is lit for level design purposes
2590 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
2591 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
2595 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
2597 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2598 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
2599 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2600 GL_DepthFunc(GL_EQUAL);
2602 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2603 GL_DepthFunc(GL_LEQUAL);
2606 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2613 int newnumtriangles;
2617 int maxtriangles = 4096;
2618 static int newelements[4096*3];
2619 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
2620 for (renders = 0;renders < 4;renders++)
2625 newnumtriangles = 0;
2627 // due to low fillrate on the cards this vertex lighting path is
2628 // designed for, we manually cull all triangles that do not
2629 // contain a lit vertex
2630 // this builds batches of triangles from multiple surfaces and
2631 // renders them at once
2632 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2634 if (VectorLength2(rsurface.array_passcolor4f + e[0] * 4) + VectorLength2(rsurface.array_passcolor4f + e[1] * 4) + VectorLength2(rsurface.array_passcolor4f + e[2] * 4) >= 0.01)
2636 if (newnumtriangles)
2638 newfirstvertex = min(newfirstvertex, e[0]);
2639 newlastvertex = max(newlastvertex, e[0]);
2643 newfirstvertex = e[0];
2644 newlastvertex = e[0];
2646 newfirstvertex = min(newfirstvertex, e[1]);
2647 newlastvertex = max(newlastvertex, e[1]);
2648 newfirstvertex = min(newfirstvertex, e[2]);
2649 newlastvertex = max(newlastvertex, e[2]);
2655 if (newnumtriangles >= maxtriangles)
2657 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
2658 newnumtriangles = 0;
2664 if (newnumtriangles >= 1)
2666 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
2669 // if we couldn't find any lit triangles, exit early
2672 // now reduce the intensity for the next overbright pass
2673 // we have to clamp to 0 here incase the drivers have improper
2674 // handling of negative colors
2675 // (some old drivers even have improper handling of >1 color)
2677 for (i = 0, c = rsurface.array_passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2679 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2681 c[0] = max(0, c[0] - 1);
2682 c[1] = max(0, c[1] - 1);
2683 c[2] = max(0, c[2] - 1);
2695 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
2697 // OpenGL 1.1 path (anything)
2698 float ambientcolorbase[3], diffusecolorbase[3];
2699 float ambientcolorpants[3], diffusecolorpants[3];
2700 float ambientcolorshirt[3], diffusecolorshirt[3];
2701 const float *surfacecolor = rsurface.texture->dlightcolor;
2702 const float *surfacepants = rsurface.colormap_pantscolor;
2703 const float *surfaceshirt = rsurface.colormap_shirtcolor;
2704 rtexture_t *basetexture = rsurface.texture->basetexture;
2705 rtexture_t *pantstexture = rsurface.texture->pantstexture;
2706 rtexture_t *shirttexture = rsurface.texture->shirttexture;
2707 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2708 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2709 ambientscale *= 2 * r_refdef.view.colorscale;
2710 diffusescale *= 2 * r_refdef.view.colorscale;
2711 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2712 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2713 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2714 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2715 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2716 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2717 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD, texturenumsurfaces, texturesurfacelist);
2718 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2719 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
2720 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2721 R_Mesh_TexBind(0, basetexture);
2722 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2723 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2724 switch(r_shadow_rendermode)
2726 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2727 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
2728 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2729 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2730 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2732 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2733 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
2734 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2735 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2736 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2738 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2739 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
2740 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2741 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2742 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2744 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2749 //R_Mesh_TexBind(0, basetexture);
2750 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
2753 R_Mesh_TexBind(0, pantstexture);
2754 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
2758 R_Mesh_TexBind(0, shirttexture);
2759 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
2763 extern cvar_t gl_lightmaps;
2764 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
2766 float ambientscale, diffusescale, specularscale;
2768 float lightcolor[3];
2769 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2770 ambientscale = rsurface.rtlight->ambientscale;
2771 diffusescale = rsurface.rtlight->diffusescale;
2772 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2773 if (!r_shadow_usenormalmap.integer)
2775 ambientscale += 1.0f * diffusescale;
2779 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2781 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2784 VectorNegate(lightcolor, lightcolor);
2785 switch(vid.renderpath)
2787 case RENDERPATH_GL11:
2788 case RENDERPATH_GL13:
2789 case RENDERPATH_GL20:
2790 case RENDERPATH_CGGL:
2791 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2793 case RENDERPATH_D3D9:
2795 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
2798 case RENDERPATH_D3D10:
2799 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2801 case RENDERPATH_D3D11:
2802 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2806 RSurf_SetupDepthAndCulling();
2807 switch (r_shadow_rendermode)
2809 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2810 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2811 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
2813 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2814 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
2816 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2817 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2818 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2819 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2820 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
2823 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2828 switch(vid.renderpath)
2830 case RENDERPATH_GL11:
2831 case RENDERPATH_GL13:
2832 case RENDERPATH_GL20:
2833 case RENDERPATH_CGGL:
2834 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2836 case RENDERPATH_D3D9:
2838 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
2841 case RENDERPATH_D3D10:
2842 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2844 case RENDERPATH_D3D11:
2845 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2851 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2853 matrix4x4_t tempmatrix = *matrix;
2854 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2856 // if this light has been compiled before, free the associated data
2857 R_RTLight_Uncompile(rtlight);
2859 // clear it completely to avoid any lingering data
2860 memset(rtlight, 0, sizeof(*rtlight));
2862 // copy the properties
2863 rtlight->matrix_lighttoworld = tempmatrix;
2864 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2865 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2866 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2867 VectorCopy(color, rtlight->color);
2868 rtlight->cubemapname[0] = 0;
2869 if (cubemapname && cubemapname[0])
2870 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2871 rtlight->shadow = shadow;
2872 rtlight->corona = corona;
2873 rtlight->style = style;
2874 rtlight->isstatic = isstatic;
2875 rtlight->coronasizescale = coronasizescale;
2876 rtlight->ambientscale = ambientscale;
2877 rtlight->diffusescale = diffusescale;
2878 rtlight->specularscale = specularscale;
2879 rtlight->flags = flags;
2881 // compute derived data
2882 //rtlight->cullradius = rtlight->radius;
2883 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2884 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2885 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2886 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2887 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2888 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2889 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2892 // compiles rtlight geometry
2893 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2894 void R_RTLight_Compile(rtlight_t *rtlight)
2897 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
2898 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
2899 entity_render_t *ent = r_refdef.scene.worldentity;
2900 dp_model_t *model = r_refdef.scene.worldmodel;
2901 unsigned char *data;
2904 // compile the light
2905 rtlight->compiled = true;
2906 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
2907 rtlight->static_numleafs = 0;
2908 rtlight->static_numleafpvsbytes = 0;
2909 rtlight->static_leaflist = NULL;
2910 rtlight->static_leafpvs = NULL;
2911 rtlight->static_numsurfaces = 0;
2912 rtlight->static_surfacelist = NULL;
2913 rtlight->static_shadowmap_receivers = 0x3F;
2914 rtlight->static_shadowmap_casters = 0x3F;
2915 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2916 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2917 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2918 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2919 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2920 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2922 if (model && model->GetLightInfo)
2924 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
2925 r_shadow_compilingrtlight = rtlight;
2926 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
2927 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2928 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
2929 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
2930 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
2931 rtlight->static_numsurfaces = numsurfaces;
2932 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2933 rtlight->static_numleafs = numleafs;
2934 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2935 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2936 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2937 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
2938 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
2939 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
2940 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
2941 if (rtlight->static_numsurfaces)
2942 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2943 if (rtlight->static_numleafs)
2944 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2945 if (rtlight->static_numleafpvsbytes)
2946 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2947 if (rtlight->static_numshadowtrispvsbytes)
2948 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
2949 if (rtlight->static_numlighttrispvsbytes)
2950 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
2951 switch (rtlight->shadowmode)
2953 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2954 if (model->CompileShadowMap && rtlight->shadow)
2955 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2958 if (model->CompileShadowVolume && rtlight->shadow)
2959 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2962 // now we're done compiling the rtlight
2963 r_shadow_compilingrtlight = NULL;
2967 // use smallest available cullradius - box radius or light radius
2968 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2969 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2971 shadowzpasstris = 0;
2972 if (rtlight->static_meshchain_shadow_zpass)
2973 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
2974 shadowzpasstris += mesh->numtriangles;
2976 shadowzfailtris = 0;
2977 if (rtlight->static_meshchain_shadow_zfail)
2978 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
2979 shadowzfailtris += mesh->numtriangles;
2982 if (rtlight->static_numlighttrispvsbytes)
2983 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
2984 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
2988 if (rtlight->static_numlighttrispvsbytes)
2989 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
2990 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
2993 if (developer_extra.integer)
2994 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
2997 void R_RTLight_Uncompile(rtlight_t *rtlight)
2999 if (rtlight->compiled)
3001 if (rtlight->static_meshchain_shadow_zpass)
3002 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3003 rtlight->static_meshchain_shadow_zpass = NULL;
3004 if (rtlight->static_meshchain_shadow_zfail)
3005 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3006 rtlight->static_meshchain_shadow_zfail = NULL;
3007 if (rtlight->static_meshchain_shadow_shadowmap)
3008 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3009 rtlight->static_meshchain_shadow_shadowmap = NULL;
3010 // these allocations are grouped
3011 if (rtlight->static_surfacelist)
3012 Mem_Free(rtlight->static_surfacelist);
3013 rtlight->static_numleafs = 0;
3014 rtlight->static_numleafpvsbytes = 0;
3015 rtlight->static_leaflist = NULL;
3016 rtlight->static_leafpvs = NULL;
3017 rtlight->static_numsurfaces = 0;
3018 rtlight->static_surfacelist = NULL;
3019 rtlight->static_numshadowtrispvsbytes = 0;
3020 rtlight->static_shadowtrispvs = NULL;
3021 rtlight->static_numlighttrispvsbytes = 0;
3022 rtlight->static_lighttrispvs = NULL;
3023 rtlight->compiled = false;
3027 void R_Shadow_UncompileWorldLights(void)
3031 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3032 for (lightindex = 0;lightindex < range;lightindex++)
3034 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3037 R_RTLight_Uncompile(&light->rtlight);
3041 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3045 // reset the count of frustum planes
3046 // see rtlight->cached_frustumplanes definition for how much this array
3048 rtlight->cached_numfrustumplanes = 0;
3050 // haven't implemented a culling path for ortho rendering
3051 if (!r_refdef.view.useperspective)
3053 // check if the light is on screen and copy the 4 planes if it is
3054 for (i = 0;i < 4;i++)
3055 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3058 for (i = 0;i < 4;i++)
3059 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3064 // generate a deformed frustum that includes the light origin, this is
3065 // used to cull shadow casting surfaces that can not possibly cast a
3066 // shadow onto the visible light-receiving surfaces, which can be a
3069 // if the light origin is onscreen the result will be 4 planes exactly
3070 // if the light origin is offscreen on only one axis the result will
3071 // be exactly 5 planes (split-side case)
3072 // if the light origin is offscreen on two axes the result will be
3073 // exactly 4 planes (stretched corner case)
3074 for (i = 0;i < 4;i++)
3076 // quickly reject standard frustum planes that put the light
3077 // origin outside the frustum
3078 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3081 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3083 // if all the standard frustum planes were accepted, the light is onscreen
3084 // otherwise we need to generate some more planes below...
3085 if (rtlight->cached_numfrustumplanes < 4)
3087 // at least one of the stock frustum planes failed, so we need to
3088 // create one or two custom planes to enclose the light origin
3089 for (i = 0;i < 4;i++)
3091 // create a plane using the view origin and light origin, and a
3092 // single point from the frustum corner set
3093 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3094 VectorNormalize(plane.normal);
3095 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3096 // see if this plane is backwards and flip it if so
3097 for (j = 0;j < 4;j++)
3098 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3102 VectorNegate(plane.normal, plane.normal);
3104 // flipped plane, test again to see if it is now valid
3105 for (j = 0;j < 4;j++)
3106 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3108 // if the plane is still not valid, then it is dividing the
3109 // frustum and has to be rejected
3113 // we have created a valid plane, compute extra info
3114 PlaneClassify(&plane);
3116 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3118 // if we've found 5 frustum planes then we have constructed a
3119 // proper split-side case and do not need to keep searching for
3120 // planes to enclose the light origin
3121 if (rtlight->cached_numfrustumplanes == 5)
3129 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3131 plane = rtlight->cached_frustumplanes[i];
3132 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
3137 // now add the light-space box planes if the light box is rotated, as any
3138 // caster outside the oriented light box is irrelevant (even if it passed
3139 // the worldspace light box, which is axial)
3140 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3142 for (i = 0;i < 6;i++)
3146 v[i >> 1] = (i & 1) ? -1 : 1;
3147 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3148 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3149 plane.dist = VectorNormalizeLength(plane.normal);
3150 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3151 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3157 // add the world-space reduced box planes
3158 for (i = 0;i < 6;i++)
3160 VectorClear(plane.normal);
3161 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3162 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3163 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3172 // reduce all plane distances to tightly fit the rtlight cull box, which
3174 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3175 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3176 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3177 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3178 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3179 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3180 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3181 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3182 oldnum = rtlight->cached_numfrustumplanes;
3183 rtlight->cached_numfrustumplanes = 0;
3184 for (j = 0;j < oldnum;j++)
3186 // find the nearest point on the box to this plane
3187 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3188 for (i = 1;i < 8;i++)
3190 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3191 if (bestdist > dist)
3194 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3195 // if the nearest point is near or behind the plane, we want this
3196 // plane, otherwise the plane is useless as it won't cull anything
3197 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3199 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3200 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3207 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3211 RSurf_ActiveWorldEntity();
3213 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3216 GL_CullFace(GL_NONE);
3217 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3218 for (;mesh;mesh = mesh->next)
3220 if (!mesh->sidetotals[r_shadow_shadowmapside])
3222 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3223 R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer);
3224 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3228 else if (r_refdef.scene.worldentity->model)
3229 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3231 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3234 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3236 qboolean zpass = false;
3239 int surfacelistindex;
3240 msurface_t *surface;
3242 RSurf_ActiveWorldEntity();
3244 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3247 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3249 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3250 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3252 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3253 for (;mesh;mesh = mesh->next)
3255 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3256 R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer);
3257 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3259 // increment stencil if frontface is infront of depthbuffer
3260 GL_CullFace(r_refdef.view.cullface_back);
3261 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3262 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3263 // decrement stencil if backface is infront of depthbuffer
3264 GL_CullFace(r_refdef.view.cullface_front);
3265 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3267 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3269 // decrement stencil if backface is behind depthbuffer
3270 GL_CullFace(r_refdef.view.cullface_front);
3271 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3272 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3273 // increment stencil if frontface is behind depthbuffer
3274 GL_CullFace(r_refdef.view.cullface_back);
3275 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3277 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3281 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3283 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3284 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3285 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3287 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3288 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3289 if (CHECKPVSBIT(trispvs, t))
3290 shadowmarklist[numshadowmark++] = t;
3292 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3294 else if (numsurfaces)
3295 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3297 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3300 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3302 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3303 vec_t relativeshadowradius;
3304 RSurf_ActiveModelEntity(ent, false, false, false);
3305 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3306 // we need to re-init the shader for each entity because the matrix changed
3307 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3308 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3309 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3310 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3311 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3312 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3313 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3314 switch (r_shadow_rendermode)
3316 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3317 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3320 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3323 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3326 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3328 // set up properties for rendering light onto this entity
3329 RSurf_ActiveModelEntity(ent, true, true, false);
3330 GL_AlphaTest(false);
3331 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3332 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3333 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3334 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3337 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3339 if (!r_refdef.scene.worldmodel->DrawLight)
3342 // set up properties for rendering light onto this entity
3343 RSurf_ActiveWorldEntity();
3344 GL_AlphaTest(false);
3345 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3346 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3347 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3348 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3350 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3352 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3355 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3357 dp_model_t *model = ent->model;
3358 if (!model->DrawLight)
3361 R_Shadow_SetupEntityLight(ent);
3363 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3365 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3368 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3372 int numleafs, numsurfaces;
3373 int *leaflist, *surfacelist;
3374 unsigned char *leafpvs;
3375 unsigned char *shadowtrispvs;
3376 unsigned char *lighttrispvs;
3377 //unsigned char *surfacesides;
3378 int numlightentities;
3379 int numlightentities_noselfshadow;
3380 int numshadowentities;
3381 int numshadowentities_noselfshadow;
3382 static entity_render_t *lightentities[MAX_EDICTS];
3383 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3384 static entity_render_t *shadowentities[MAX_EDICTS];
3385 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3388 rtlight->draw = false;
3390 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3391 // skip lights that are basically invisible (color 0 0 0)
3392 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3394 // loading is done before visibility checks because loading should happen
3395 // all at once at the start of a level, not when it stalls gameplay.
3396 // (especially important to benchmarks)
3398 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3400 if (rtlight->compiled)
3401 R_RTLight_Uncompile(rtlight);
3402 R_RTLight_Compile(rtlight);
3406 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3408 // look up the light style value at this time
3409 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3410 VectorScale(rtlight->color, f, rtlight->currentcolor);
3412 if (rtlight->selected)
3414 f = 2 + sin(realtime * M_PI * 4.0);
3415 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3419 // if lightstyle is currently off, don't draw the light
3420 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3423 // skip processing on corona-only lights
3427 // if the light box is offscreen, skip it
3428 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3431 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3432 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3434 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3436 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3438 // compiled light, world available and can receive realtime lighting
3439 // retrieve leaf information
3440 numleafs = rtlight->static_numleafs;
3441 leaflist = rtlight->static_leaflist;
3442 leafpvs = rtlight->static_leafpvs;
3443 numsurfaces = rtlight->static_numsurfaces;
3444 surfacelist = rtlight->static_surfacelist;
3445 //surfacesides = NULL;
3446 shadowtrispvs = rtlight->static_shadowtrispvs;
3447 lighttrispvs = rtlight->static_lighttrispvs;
3449 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3451 // dynamic light, world available and can receive realtime lighting
3452 // calculate lit surfaces and leafs
3453 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
3454 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3455 leaflist = r_shadow_buffer_leaflist;
3456 leafpvs = r_shadow_buffer_leafpvs;
3457 surfacelist = r_shadow_buffer_surfacelist;
3458 //surfacesides = r_shadow_buffer_surfacesides;
3459 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3460 lighttrispvs = r_shadow_buffer_lighttrispvs;
3461 // if the reduced leaf bounds are offscreen, skip it
3462 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3473 //surfacesides = NULL;
3474 shadowtrispvs = NULL;
3475 lighttrispvs = NULL;
3477 // check if light is illuminating any visible leafs
3480 for (i = 0;i < numleafs;i++)
3481 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3487 // make a list of lit entities and shadow casting entities
3488 numlightentities = 0;
3489 numlightentities_noselfshadow = 0;
3490 numshadowentities = 0;
3491 numshadowentities_noselfshadow = 0;
3493 // add dynamic entities that are lit by the light
3494 for (i = 0;i < r_refdef.scene.numentities;i++)
3497 entity_render_t *ent = r_refdef.scene.entities[i];
3499 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3501 // skip the object entirely if it is not within the valid
3502 // shadow-casting region (which includes the lit region)
3503 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3505 if (!(model = ent->model))
3507 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3509 // this entity wants to receive light, is visible, and is
3510 // inside the light box
3511 // TODO: check if the surfaces in the model can receive light
3512 // so now check if it's in a leaf seen by the light
3513 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3515 if (ent->flags & RENDER_NOSELFSHADOW)
3516 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3518 lightentities[numlightentities++] = ent;
3519 // since it is lit, it probably also casts a shadow...
3520 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3521 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3522 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3524 // note: exterior models without the RENDER_NOSELFSHADOW
3525 // flag still create a RENDER_NOSELFSHADOW shadow but
3526 // are lit normally, this means that they are
3527 // self-shadowing but do not shadow other
3528 // RENDER_NOSELFSHADOW entities such as the gun
3529 // (very weird, but keeps the player shadow off the gun)
3530 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3531 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3533 shadowentities[numshadowentities++] = ent;
3536 else if (ent->flags & RENDER_SHADOW)
3538 // this entity is not receiving light, but may still need to
3540 // TODO: check if the surfaces in the model can cast shadow
3541 // now check if it is in a leaf seen by the light
3542 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3544 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3545 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3546 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3548 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3549 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3551 shadowentities[numshadowentities++] = ent;
3556 // return if there's nothing at all to light
3557 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3560 // count this light in the r_speeds
3561 r_refdef.stats.lights++;
3563 // flag it as worth drawing later
3564 rtlight->draw = true;
3566 // cache all the animated entities that cast a shadow but are not visible
3567 for (i = 0;i < numshadowentities;i++)
3568 if (!shadowentities[i]->animcache_vertex3f)
3569 R_AnimCache_GetEntity(shadowentities[i], false, false);
3570 for (i = 0;i < numshadowentities_noselfshadow;i++)
3571 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3572 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3574 // allocate some temporary memory for rendering this light later in the frame
3575 // reusable buffers need to be copied, static data can be used as-is
3576 rtlight->cached_numlightentities = numlightentities;
3577 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
3578 rtlight->cached_numshadowentities = numshadowentities;
3579 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3580 rtlight->cached_numsurfaces = numsurfaces;
3581 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3582 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3583 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3584 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3585 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3587 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3588 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3589 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3590 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3591 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3595 // compiled light data
3596 rtlight->cached_shadowtrispvs = shadowtrispvs;
3597 rtlight->cached_lighttrispvs = lighttrispvs;
3598 rtlight->cached_surfacelist = surfacelist;
3602 void R_Shadow_DrawLight(rtlight_t *rtlight)
3606 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3607 int numlightentities;
3608 int numlightentities_noselfshadow;
3609 int numshadowentities;
3610 int numshadowentities_noselfshadow;
3611 entity_render_t **lightentities;
3612 entity_render_t **lightentities_noselfshadow;
3613 entity_render_t **shadowentities;
3614 entity_render_t **shadowentities_noselfshadow;
3616 static unsigned char entitysides[MAX_EDICTS];
3617 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3618 vec3_t nearestpoint;
3620 qboolean castshadows;
3623 // check if we cached this light this frame (meaning it is worth drawing)
3627 // if R_FrameData_Store ran out of space we skip anything dependent on it
3628 if (r_framedata_failed)
3631 numlightentities = rtlight->cached_numlightentities;
3632 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3633 numshadowentities = rtlight->cached_numshadowentities;
3634 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3635 numsurfaces = rtlight->cached_numsurfaces;
3636 lightentities = rtlight->cached_lightentities;
3637 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3638 shadowentities = rtlight->cached_shadowentities;
3639 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3640 shadowtrispvs = rtlight->cached_shadowtrispvs;
3641 lighttrispvs = rtlight->cached_lighttrispvs;
3642 surfacelist = rtlight->cached_surfacelist;
3644 // set up a scissor rectangle for this light
3645 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3648 // don't let sound skip if going slow
3649 if (r_refdef.scene.extraupdate)
3652 // make this the active rtlight for rendering purposes
3653 R_Shadow_RenderMode_ActiveLight(rtlight);
3655 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3657 // optionally draw visible shape of the shadow volumes
3658 // for performance analysis by level designers
3659 R_Shadow_RenderMode_VisibleShadowVolumes();
3661 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3662 for (i = 0;i < numshadowentities;i++)
3663 R_Shadow_DrawEntityShadow(shadowentities[i]);
3664 for (i = 0;i < numshadowentities_noselfshadow;i++)
3665 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3666 R_Shadow_RenderMode_VisibleLighting(false, false);
3669 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3671 // optionally draw the illuminated areas
3672 // for performance analysis by level designers
3673 R_Shadow_RenderMode_VisibleLighting(false, false);
3675 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3676 for (i = 0;i < numlightentities;i++)
3677 R_Shadow_DrawEntityLight(lightentities[i]);
3678 for (i = 0;i < numlightentities_noselfshadow;i++)
3679 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3682 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3684 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3685 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3686 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3687 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3689 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3690 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3691 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3693 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
3699 int receivermask = 0;
3700 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3701 Matrix4x4_Abs(&radiustolight);
3703 r_shadow_shadowmaplod = 0;
3704 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3705 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3706 r_shadow_shadowmaplod = i;
3708 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3710 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3712 surfacesides = NULL;
3715 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3717 castermask = rtlight->static_shadowmap_casters;
3718 receivermask = rtlight->static_shadowmap_receivers;
3722 surfacesides = r_shadow_buffer_surfacesides;
3723 for(i = 0;i < numsurfaces;i++)
3725 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3726 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3727 castermask |= surfacesides[i];
3728 receivermask |= surfacesides[i];
3732 if (receivermask < 0x3F)
3734 for (i = 0;i < numlightentities;i++)
3735 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3736 if (receivermask < 0x3F)
3737 for(i = 0; i < numlightentities_noselfshadow;i++)
3738 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3741 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3745 for (i = 0;i < numshadowentities;i++)
3746 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3747 for (i = 0;i < numshadowentities_noselfshadow;i++)
3748 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3751 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3753 // render shadow casters into 6 sided depth texture
3754 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3756 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
3757 if (! (castermask & (1 << side))) continue;
3759 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3760 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3761 R_Shadow_DrawEntityShadow(shadowentities[i]);
3764 if (numlightentities_noselfshadow)
3766 // render lighting using the depth texture as shadowmap
3767 // draw lighting in the unmasked areas
3768 R_Shadow_RenderMode_Lighting(false, false, true);
3769 for (i = 0;i < numlightentities_noselfshadow;i++)
3770 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3773 // render shadow casters into 6 sided depth texture
3774 if (numshadowentities_noselfshadow)
3776 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3778 R_Shadow_RenderMode_ShadowMap(side, 0, size);
3779 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3780 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3784 // render lighting using the depth texture as shadowmap
3785 // draw lighting in the unmasked areas
3786 R_Shadow_RenderMode_Lighting(false, false, true);
3787 // draw lighting in the unmasked areas
3789 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3790 for (i = 0;i < numlightentities;i++)
3791 R_Shadow_DrawEntityLight(lightentities[i]);
3793 else if (castshadows && vid.stencil)
3795 // draw stencil shadow volumes to mask off pixels that are in shadow
3796 // so that they won't receive lighting
3797 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3798 R_Shadow_ClearStencil();
3801 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3802 for (i = 0;i < numshadowentities;i++)
3803 R_Shadow_DrawEntityShadow(shadowentities[i]);
3805 // draw lighting in the unmasked areas
3806 R_Shadow_RenderMode_Lighting(true, false, false);
3807 for (i = 0;i < numlightentities_noselfshadow;i++)
3808 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3810 for (i = 0;i < numshadowentities_noselfshadow;i++)
3811 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3813 // draw lighting in the unmasked areas
3814 R_Shadow_RenderMode_Lighting(true, false, false);
3816 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3817 for (i = 0;i < numlightentities;i++)
3818 R_Shadow_DrawEntityLight(lightentities[i]);
3822 // draw lighting in the unmasked areas
3823 R_Shadow_RenderMode_Lighting(false, false, false);
3825 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3826 for (i = 0;i < numlightentities;i++)
3827 R_Shadow_DrawEntityLight(lightentities[i]);
3828 for (i = 0;i < numlightentities_noselfshadow;i++)
3829 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3832 if (r_shadow_usingdeferredprepass)
3834 // when rendering deferred lighting, we simply rasterize the box
3835 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
3836 R_Shadow_RenderMode_DrawDeferredLight(false, true);
3837 else if (castshadows && vid.stencil)
3838 R_Shadow_RenderMode_DrawDeferredLight(true, false);
3840 R_Shadow_RenderMode_DrawDeferredLight(false, false);
3844 static void R_Shadow_FreeDeferred(void)
3846 R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
3847 r_shadow_prepassgeometryfbo = 0;
3849 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingfbo);
3850 r_shadow_prepasslightingfbo = 0;
3852 if (r_shadow_prepassgeometrydepthtexture)
3853 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
3854 r_shadow_prepassgeometrydepthtexture = NULL;
3856 if (r_shadow_prepassgeometrydepthcolortexture)
3857 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
3858 r_shadow_prepassgeometrydepthcolortexture = NULL;
3860 if (r_shadow_prepassgeometrynormalmaptexture)
3861 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
3862 r_shadow_prepassgeometrynormalmaptexture = NULL;
3864 if (r_shadow_prepasslightingdiffusetexture)
3865 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
3866 r_shadow_prepasslightingdiffusetexture = NULL;
3868 if (r_shadow_prepasslightingspeculartexture)
3869 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
3870 r_shadow_prepasslightingspeculartexture = NULL;
3873 void R_Shadow_DrawPrepass(void)
3881 entity_render_t *ent;
3882 float clearcolor[4];
3884 GL_AlphaTest(false);
3885 R_Mesh_ResetTextureState();
3887 GL_ColorMask(1,1,1,1);
3888 GL_BlendFunc(GL_ONE, GL_ZERO);
3891 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
3892 Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
3893 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
3894 if (r_timereport_active)
3895 R_TimeReport("prepasscleargeom");
3897 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
3898 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
3899 if (r_timereport_active)
3900 R_TimeReport("prepassworld");
3902 for (i = 0;i < r_refdef.scene.numentities;i++)
3904 if (!r_refdef.viewcache.entityvisible[i])
3906 ent = r_refdef.scene.entities[i];
3907 if (ent->model && ent->model->DrawPrepass != NULL)
3908 ent->model->DrawPrepass(ent);
3911 if (r_timereport_active)
3912 R_TimeReport("prepassmodels");
3914 GL_DepthMask(false);
3915 GL_ColorMask(1,1,1,1);
3918 R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
3919 Vector4Set(clearcolor, 0, 0, 0, 0);
3920 GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
3921 if (r_timereport_active)
3922 R_TimeReport("prepassclearlit");
3924 R_Shadow_RenderMode_Begin();
3926 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3927 if (r_shadow_debuglight.integer >= 0)
3929 lightindex = r_shadow_debuglight.integer;
3930 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3931 if (light && (light->flags & flag))
3932 R_Shadow_DrawLight(&light->rtlight);
3936 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3937 for (lightindex = 0;lightindex < range;lightindex++)
3939 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3940 if (light && (light->flags & flag))
3941 R_Shadow_DrawLight(&light->rtlight);
3944 if (r_refdef.scene.rtdlight)
3945 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3946 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
3948 R_Mesh_ResetRenderTargets();
3950 R_Shadow_RenderMode_End();
3952 if (r_timereport_active)
3953 R_TimeReport("prepasslights");
3956 void R_Shadow_DrawLightSprites(void);
3957 void R_Shadow_PrepareLights(void)
3967 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
3968 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
3969 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
3970 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
3971 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
3972 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
3973 R_Shadow_FreeShadowMaps();
3975 r_shadow_usingshadowmaportho = false;
3977 switch (vid.renderpath)
3979 case RENDERPATH_GL20:
3980 case RENDERPATH_CGGL:
3981 case RENDERPATH_D3D9:
3982 case RENDERPATH_D3D10:
3983 case RENDERPATH_D3D11:
3984 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
3986 r_shadow_usingdeferredprepass = false;
3987 if (r_shadow_prepass_width)
3988 R_Shadow_FreeDeferred();
3989 r_shadow_prepass_width = r_shadow_prepass_height = 0;
3993 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
3995 R_Shadow_FreeDeferred();
3997 r_shadow_usingdeferredprepass = true;
3998 r_shadow_prepass_width = vid.width;
3999 r_shadow_prepass_height = vid.height;
4000 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4001 switch (vid.renderpath)
4003 case RENDERPATH_D3D9:
4004 r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4009 r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4010 r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4011 r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4013 // set up the geometry pass fbo (depth + normalmap)
4014 r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4015 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4016 // render depth into one texture and normalmap into the other
4017 if (qglDrawBuffersARB)
4019 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4020 qglReadBuffer(GL_NONE);CHECKGLERROR
4021 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4022 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4024 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4025 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4026 r_shadow_usingdeferredprepass = false;
4030 // set up the lighting pass fbo (diffuse + specular)
4031 r_shadow_prepasslightingfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4032 R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4033 // render diffuse into one texture and specular into another,
4034 // with depth and normalmap bound as textures,
4035 // with depth bound as attachment as well
4036 if (qglDrawBuffersARB)
4038 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4039 qglReadBuffer(GL_NONE);CHECKGLERROR
4040 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4041 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4043 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4044 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4045 r_shadow_usingdeferredprepass = false;
4050 case RENDERPATH_GL13:
4051 case RENDERPATH_GL11:
4052 r_shadow_usingdeferredprepass = false;
4056 R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
4058 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4059 if (r_shadow_debuglight.integer >= 0)
4061 lightindex = r_shadow_debuglight.integer;
4062 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4063 if (light && (light->flags & flag))
4064 R_Shadow_PrepareLight(&light->rtlight);
4068 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4069 for (lightindex = 0;lightindex < range;lightindex++)
4071 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4072 if (light && (light->flags & flag))
4073 R_Shadow_PrepareLight(&light->rtlight);
4076 if (r_refdef.scene.rtdlight)
4078 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4079 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4081 else if(gl_flashblend.integer)
4083 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4085 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4086 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4087 VectorScale(rtlight->color, f, rtlight->currentcolor);
4091 if (r_editlights.integer)
4092 R_Shadow_DrawLightSprites();
4095 void R_Shadow_DrawLights(void)
4103 R_Shadow_RenderMode_Begin();
4105 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4106 if (r_shadow_debuglight.integer >= 0)
4108 lightindex = r_shadow_debuglight.integer;
4109 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4110 if (light && (light->flags & flag))
4111 R_Shadow_DrawLight(&light->rtlight);
4115 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4116 for (lightindex = 0;lightindex < range;lightindex++)
4118 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4119 if (light && (light->flags & flag))
4120 R_Shadow_DrawLight(&light->rtlight);
4123 if (r_refdef.scene.rtdlight)
4124 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4125 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4127 R_Shadow_RenderMode_End();
4130 extern const float r_screenvertex3f[12];
4131 extern void R_SetupView(qboolean allowwaterclippingplane);
4132 extern void R_ResetViewRendering3D(void);
4133 extern void R_ResetViewRendering2D(void);
4134 extern cvar_t r_shadows;
4135 extern cvar_t r_shadows_darken;
4136 extern cvar_t r_shadows_drawafterrtlighting;
4137 extern cvar_t r_shadows_castfrombmodels;
4138 extern cvar_t r_shadows_throwdistance;
4139 extern cvar_t r_shadows_throwdirection;
4140 extern cvar_t r_shadows_focus;
4141 extern cvar_t r_shadows_shadowmapscale;
4143 void R_Shadow_PrepareModelShadows(void)
4146 float scale, size, radius, dot1, dot2;
4147 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4148 entity_render_t *ent;
4150 if (!r_refdef.scene.numentities)
4153 switch (r_shadow_shadowmode)
4155 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4156 if (r_shadows.integer >= 2)
4159 case R_SHADOW_SHADOWMODE_STENCIL:
4160 for (i = 0;i < r_refdef.scene.numentities;i++)
4162 ent = r_refdef.scene.entities[i];
4163 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4164 R_AnimCache_GetEntity(ent, false, false);
4171 size = 2*r_shadow_shadowmapmaxsize;
4172 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4173 radius = 0.5f * size / scale;
4175 Math_atov(r_shadows_throwdirection.string, shadowdir);
4176 VectorNormalize(shadowdir);
4177 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4178 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4179 if (fabs(dot1) <= fabs(dot2))
4180 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4182 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4183 VectorNormalize(shadowforward);
4184 CrossProduct(shadowdir, shadowforward, shadowright);
4185 Math_atov(r_shadows_focus.string, shadowfocus);
4186 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4187 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4188 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4189 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4190 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4192 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4194 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4195 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4196 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4197 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4198 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4199 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4201 for (i = 0;i < r_refdef.scene.numentities;i++)
4203 ent = r_refdef.scene.entities[i];
4204 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4206 // cast shadows from anything of the map (submodels are optional)
4207 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4208 R_AnimCache_GetEntity(ent, false, false);
4212 void R_DrawModelShadowMaps(void)
4215 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4216 entity_render_t *ent;
4217 vec3_t relativelightorigin;
4218 vec3_t relativelightdirection, relativeforward, relativeright;
4219 vec3_t relativeshadowmins, relativeshadowmaxs;
4220 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4222 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4223 r_viewport_t viewport;
4225 float clearcolor[4];
4227 if (!r_refdef.scene.numentities)
4230 switch (r_shadow_shadowmode)
4232 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4238 R_ResetViewRendering3D();
4239 R_Shadow_RenderMode_Begin();
4240 R_Shadow_RenderMode_ActiveLight(NULL);
4242 switch (r_shadow_shadowmode)
4244 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4245 if (!r_shadow_shadowmap2dtexture)
4246 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4247 fbo = r_shadow_fbo2d;
4248 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4249 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4250 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4256 size = 2*r_shadow_shadowmapmaxsize;
4257 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4258 radius = 0.5f / scale;
4259 nearclip = -r_shadows_throwdistance.value;
4260 farclip = r_shadows_throwdistance.value;
4261 bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4263 r_shadow_shadowmap_parameters[0] = size;
4264 r_shadow_shadowmap_parameters[1] = size;
4265 r_shadow_shadowmap_parameters[2] = 1.0;
4266 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4268 Math_atov(r_shadows_throwdirection.string, shadowdir);
4269 VectorNormalize(shadowdir);
4270 Math_atov(r_shadows_focus.string, shadowfocus);
4271 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4272 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4273 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4274 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4275 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4276 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4277 if (fabs(dot1) <= fabs(dot2))
4278 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4280 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4281 VectorNormalize(shadowforward);
4282 VectorM(scale, shadowforward, &m[0]);
4283 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4285 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4286 CrossProduct(shadowdir, shadowforward, shadowright);
4287 VectorM(scale, shadowright, &m[4]);
4288 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4289 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4290 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4291 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4292 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4293 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4295 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4297 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4298 R_SetupShader_DepthOrShadow();
4299 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4302 R_SetViewport(&viewport);
4303 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4304 Vector4Set(clearcolor, 1,1,1,1);
4305 // in D3D9 we have to render to a color texture shadowmap
4306 // in GL we render directly to a depth texture only
4307 if (r_shadow_shadowmap2dtexture)
4308 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4310 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4311 // render into a slightly restricted region so that the borders of the
4312 // shadowmap area fade away, rather than streaking across everything
4313 // outside the usable area
4314 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4318 R_Mesh_ResetRenderTargets();
4319 R_SetupShader_ShowDepth();
4320 GL_ColorMask(1,1,1,1);
4321 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4324 for (i = 0;i < r_refdef.scene.numentities;i++)
4326 ent = r_refdef.scene.entities[i];
4328 // cast shadows from anything of the map (submodels are optional)
4329 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4331 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4332 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4333 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4334 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4335 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4336 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4337 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4338 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4339 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4340 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4341 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4342 RSurf_ActiveModelEntity(ent, false, false, false);
4343 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4344 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4351 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4353 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4355 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4356 Cvar_SetValueQuick(&r_test, 0);
4361 R_Shadow_RenderMode_End();
4363 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4364 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4365 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4366 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4367 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4368 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4370 switch (vid.renderpath)
4372 case RENDERPATH_D3D9:
4373 case RENDERPATH_D3D10:
4374 case RENDERPATH_D3D11:
4375 #ifdef OPENGL_ORIENTATION
4376 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4377 r_shadow_shadowmapmatrix.m[0][1] *= -1.0f;
4378 r_shadow_shadowmapmatrix.m[0][2] *= -1.0f;
4379 r_shadow_shadowmapmatrix.m[0][3] *= -1.0f;
4381 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4382 r_shadow_shadowmapmatrix.m[1][0] *= -1.0f;
4383 r_shadow_shadowmapmatrix.m[2][0] *= -1.0f;
4384 r_shadow_shadowmapmatrix.m[3][0] *= -1.0f;
4389 r_shadow_usingshadowmaportho = true;
4390 switch (r_shadow_shadowmode)
4392 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4393 r_shadow_usingshadowmap2d = true;
4400 void R_DrawModelShadows(void)
4403 float relativethrowdistance;
4404 entity_render_t *ent;
4405 vec3_t relativelightorigin;
4406 vec3_t relativelightdirection;
4407 vec3_t relativeshadowmins, relativeshadowmaxs;
4408 vec3_t tmp, shadowdir;
4410 if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4413 R_ResetViewRendering3D();
4414 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4415 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4416 R_Shadow_RenderMode_Begin();
4417 R_Shadow_RenderMode_ActiveLight(NULL);
4418 r_shadow_lightscissor[0] = r_refdef.view.x;
4419 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4420 r_shadow_lightscissor[2] = r_refdef.view.width;
4421 r_shadow_lightscissor[3] = r_refdef.view.height;
4422 R_Shadow_RenderMode_StencilShadowVolumes(false);
4425 if (r_shadows.integer == 2)
4427 Math_atov(r_shadows_throwdirection.string, shadowdir);
4428 VectorNormalize(shadowdir);
4431 R_Shadow_ClearStencil();
4433 for (i = 0;i < r_refdef.scene.numentities;i++)
4435 ent = r_refdef.scene.entities[i];
4437 // cast shadows from anything of the map (submodels are optional)
4438 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4440 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4441 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4442 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4443 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4444 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4447 if(ent->entitynumber != 0)
4449 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
4451 // FIXME handle this
4452 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4456 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4457 int entnum, entnum2, recursion;
4458 entnum = entnum2 = ent->entitynumber;
4459 for(recursion = 32; recursion > 0; --recursion)
4461 entnum2 = cl.entities[entnum].state_current.tagentity;
4462 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4467 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4469 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4470 // transform into modelspace of OUR entity
4471 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4472 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4475 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4479 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4482 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4483 RSurf_ActiveModelEntity(ent, false, false, false);
4484 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4485 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4489 // not really the right mode, but this will disable any silly stencil features
4490 R_Shadow_RenderMode_End();
4492 // set up ortho view for rendering this pass
4493 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4494 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4495 //GL_ScissorTest(true);
4496 //R_EntityMatrix(&identitymatrix);
4497 //R_Mesh_ResetTextureState();
4498 R_ResetViewRendering2D();
4500 // set up a darkening blend on shadowed areas
4501 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4502 //GL_DepthRange(0, 1);
4503 //GL_DepthTest(false);
4504 //GL_DepthMask(false);
4505 //GL_PolygonOffset(0, 0);CHECKGLERROR
4506 GL_Color(0, 0, 0, r_shadows_darken.value);
4507 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4508 //GL_DepthFunc(GL_ALWAYS);
4509 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
4511 // apply the blend to the shadowed areas
4512 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
4513 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4514 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4516 // restore the viewport
4517 R_SetViewport(&r_refdef.view.viewport);
4519 // restore other state to normal
4520 //R_Shadow_RenderMode_End();
4523 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4526 vec3_t centerorigin;
4528 // if it's too close, skip it
4529 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4531 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4534 if (usequery && r_numqueries + 2 <= r_maxqueries)
4536 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4537 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4538 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
4539 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4541 switch(vid.renderpath)
4543 case RENDERPATH_GL20:
4544 case RENDERPATH_GL13:
4545 case RENDERPATH_GL11:
4546 case RENDERPATH_CGGL:
4548 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
4549 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4550 GL_DepthFunc(GL_ALWAYS);
4551 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4552 R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
4553 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4554 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4555 GL_DepthFunc(GL_LEQUAL);
4556 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4557 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4558 R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
4559 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4560 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4563 case RENDERPATH_D3D9:
4564 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4566 case RENDERPATH_D3D10:
4567 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4569 case RENDERPATH_D3D11:
4570 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4574 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4577 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4579 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4582 GLint allpixels = 0, visiblepixels = 0;
4583 // now we have to check the query result
4584 if (rtlight->corona_queryindex_visiblepixels)
4586 switch(vid.renderpath)
4588 case RENDERPATH_GL20:
4589 case RENDERPATH_GL13:
4590 case RENDERPATH_GL11:
4591 case RENDERPATH_CGGL:
4593 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4594 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4597 case RENDERPATH_D3D9:
4598 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4600 case RENDERPATH_D3D10:
4601 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4603 case RENDERPATH_D3D11:
4604 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4607 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4608 if (visiblepixels < 1 || allpixels < 1)
4610 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4611 cscale *= rtlight->corona_visibility;
4615 // FIXME: these traces should scan all render entities instead of cl.world
4616 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4619 VectorScale(rtlight->currentcolor, cscale, color);
4620 if (VectorLength(color) > (1.0f / 256.0f))
4623 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4626 VectorNegate(color, color);
4627 switch(vid.renderpath)
4629 case RENDERPATH_GL11:
4630 case RENDERPATH_GL13:
4631 case RENDERPATH_GL20:
4632 case RENDERPATH_CGGL:
4633 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4635 case RENDERPATH_D3D9:
4637 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4640 case RENDERPATH_D3D10:
4641 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4643 case RENDERPATH_D3D11:
4644 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4648 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4649 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4650 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4653 switch(vid.renderpath)
4655 case RENDERPATH_GL11:
4656 case RENDERPATH_GL13:
4657 case RENDERPATH_GL20:
4658 case RENDERPATH_CGGL:
4659 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4661 case RENDERPATH_D3D9:
4663 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4666 case RENDERPATH_D3D10:
4667 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4669 case RENDERPATH_D3D11:
4670 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4677 void R_Shadow_DrawCoronas(void)
4680 qboolean usequery = false;
4685 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4687 if (r_waterstate.renderingscene)
4689 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4690 R_EntityMatrix(&identitymatrix);
4692 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4694 // check occlusion of coronas
4695 // use GL_ARB_occlusion_query if available
4696 // otherwise use raytraces
4698 switch (vid.renderpath)
4700 case RENDERPATH_GL11:
4701 case RENDERPATH_GL13:
4702 case RENDERPATH_GL20:
4703 case RENDERPATH_CGGL:
4704 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4707 GL_ColorMask(0,0,0,0);
4708 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4709 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4712 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4713 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4715 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4718 RSurf_ActiveWorldEntity();
4719 GL_BlendFunc(GL_ONE, GL_ZERO);
4720 GL_CullFace(GL_NONE);
4721 GL_DepthMask(false);
4722 GL_DepthRange(0, 1);
4723 GL_PolygonOffset(0, 0);
4725 R_Mesh_ResetTextureState();
4726 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4729 case RENDERPATH_D3D9:
4731 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4733 case RENDERPATH_D3D10:
4734 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4736 case RENDERPATH_D3D11:
4737 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4740 for (lightindex = 0;lightindex < range;lightindex++)
4742 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4745 rtlight = &light->rtlight;
4746 rtlight->corona_visibility = 0;
4747 rtlight->corona_queryindex_visiblepixels = 0;
4748 rtlight->corona_queryindex_allpixels = 0;
4749 if (!(rtlight->flags & flag))
4751 if (rtlight->corona <= 0)
4753 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4755 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4757 for (i = 0;i < r_refdef.scene.numlights;i++)
4759 rtlight = r_refdef.scene.lights[i];
4760 rtlight->corona_visibility = 0;
4761 rtlight->corona_queryindex_visiblepixels = 0;
4762 rtlight->corona_queryindex_allpixels = 0;
4763 if (!(rtlight->flags & flag))
4765 if (rtlight->corona <= 0)
4767 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4770 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4772 // now draw the coronas using the query data for intensity info
4773 for (lightindex = 0;lightindex < range;lightindex++)
4775 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4778 rtlight = &light->rtlight;
4779 if (rtlight->corona_visibility <= 0)
4781 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4783 for (i = 0;i < r_refdef.scene.numlights;i++)
4785 rtlight = r_refdef.scene.lights[i];
4786 if (rtlight->corona_visibility <= 0)
4788 if (gl_flashblend.integer)
4789 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4791 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4797 dlight_t *R_Shadow_NewWorldLight(void)
4799 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4802 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)
4805 // validate parameters
4806 if (style < 0 || style >= MAX_LIGHTSTYLES)
4808 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4814 // copy to light properties
4815 VectorCopy(origin, light->origin);
4816 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4817 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4818 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4820 light->color[0] = max(color[0], 0);
4821 light->color[1] = max(color[1], 0);
4822 light->color[2] = max(color[2], 0);
4824 light->color[0] = color[0];
4825 light->color[1] = color[1];
4826 light->color[2] = color[2];
4827 light->radius = max(radius, 0);
4828 light->style = style;
4829 light->shadow = shadowenable;
4830 light->corona = corona;
4831 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4832 light->coronasizescale = coronasizescale;
4833 light->ambientscale = ambientscale;
4834 light->diffusescale = diffusescale;
4835 light->specularscale = specularscale;
4836 light->flags = flags;
4838 // update renderable light data
4839 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4840 R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4843 void R_Shadow_FreeWorldLight(dlight_t *light)
4845 if (r_shadow_selectedlight == light)
4846 r_shadow_selectedlight = NULL;
4847 R_RTLight_Uncompile(&light->rtlight);
4848 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4851 void R_Shadow_ClearWorldLights(void)
4855 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4856 for (lightindex = 0;lightindex < range;lightindex++)
4858 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4860 R_Shadow_FreeWorldLight(light);
4862 r_shadow_selectedlight = NULL;
4865 void R_Shadow_SelectLight(dlight_t *light)
4867 if (r_shadow_selectedlight)
4868 r_shadow_selectedlight->selected = false;
4869 r_shadow_selectedlight = light;
4870 if (r_shadow_selectedlight)
4871 r_shadow_selectedlight->selected = true;
4874 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4876 // this is never batched (there can be only one)
4878 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
4879 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4880 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4883 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4888 skinframe_t *skinframe;
4891 // this is never batched (due to the ent parameter changing every time)
4892 // so numsurfaces == 1 and surfacelist[0] == lightnumber
4893 const dlight_t *light = (dlight_t *)ent;
4896 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
4899 VectorScale(light->color, intensity, spritecolor);
4900 if (VectorLength(spritecolor) < 0.1732f)
4901 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4902 if (VectorLength(spritecolor) > 1.0f)
4903 VectorNormalize(spritecolor);
4905 // draw light sprite
4906 if (light->cubemapname[0] && !light->shadow)
4907 skinframe = r_editlights_sprcubemapnoshadowlight;
4908 else if (light->cubemapname[0])
4909 skinframe = r_editlights_sprcubemaplight;
4910 else if (!light->shadow)
4911 skinframe = r_editlights_sprnoshadowlight;
4913 skinframe = r_editlights_sprlight;
4915 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4916 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4918 // draw selection sprite if light is selected
4919 if (light->selected)
4921 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4922 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4923 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4927 void R_Shadow_DrawLightSprites(void)
4931 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4932 for (lightindex = 0;lightindex < range;lightindex++)
4934 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4936 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4938 if (!r_editlights_lockcursor)
4939 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4942 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
4947 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
4948 if (lightindex >= range)
4950 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4953 rtlight = &light->rtlight;
4954 //if (!(rtlight->flags & flag))
4956 VectorCopy(rtlight->shadoworigin, origin);
4957 *radius = rtlight->radius;
4958 VectorCopy(rtlight->color, color);
4962 void R_Shadow_SelectLightInView(void)
4964 float bestrating, rating, temp[3];
4968 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4972 if (r_editlights_lockcursor)
4974 for (lightindex = 0;lightindex < range;lightindex++)
4976 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4979 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4980 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4983 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4984 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4986 bestrating = rating;
4991 R_Shadow_SelectLight(best);
4994 void R_Shadow_LoadWorldLights(void)
4996 int n, a, style, shadow, flags;
4997 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4998 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4999 if (cl.worldmodel == NULL)
5001 Con_Print("No map loaded.\n");
5004 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5005 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5015 for (;COM_Parse(t, true) && strcmp(
5016 if (COM_Parse(t, true))
5018 if (com_token[0] == '!')
5021 origin[0] = atof(com_token+1);
5024 origin[0] = atof(com_token);
5029 while (*s && *s != '\n' && *s != '\r')
5035 // check for modifier flags
5042 #if _MSC_VER >= 1400
5043 #define sscanf sscanf_s
5045 cubemapname[sizeof(cubemapname)-1] = 0;
5046 #if MAX_QPATH != 128
5047 #error update this code if MAX_QPATH changes
5049 a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
5050 #if _MSC_VER >= 1400
5051 , sizeof(cubemapname)
5053 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5056 flags = LIGHTFLAG_REALTIMEMODE;
5064 coronasizescale = 0.25f;
5066 VectorClear(angles);
5069 if (a < 9 || !strcmp(cubemapname, "\"\""))
5071 // remove quotes on cubemapname
5072 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5075 namelen = strlen(cubemapname) - 2;
5076 memmove(cubemapname, cubemapname + 1, namelen);
5077 cubemapname[namelen] = '\0';
5081 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);
5084 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5092 Con_Printf("invalid rtlights file \"%s\"\n", name);
5093 Mem_Free(lightsstring);
5097 void R_Shadow_SaveWorldLights(void)
5101 size_t bufchars, bufmaxchars;
5103 char name[MAX_QPATH];
5104 char line[MAX_INPUTLINE];
5105 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5106 // I hate lines which are 3 times my screen size :( --blub
5109 if (cl.worldmodel == NULL)
5111 Con_Print("No map loaded.\n");
5114 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5115 bufchars = bufmaxchars = 0;
5117 for (lightindex = 0;lightindex < range;lightindex++)
5119 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5122 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5123 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
5124 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5125 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
5127 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
5128 if (bufchars + strlen(line) > bufmaxchars)
5130 bufmaxchars = bufchars + strlen(line) + 2048;
5132 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5136 memcpy(buf, oldbuf, bufchars);
5142 memcpy(buf + bufchars, line, strlen(line));
5143 bufchars += strlen(line);
5147 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5152 void R_Shadow_LoadLightsFile(void)
5155 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5156 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5157 if (cl.worldmodel == NULL)
5159 Con_Print("No map loaded.\n");
5162 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5163 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5171 while (*s && *s != '\n' && *s != '\r')
5177 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);
5181 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);
5184 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5185 radius = bound(15, radius, 4096);
5186 VectorScale(color, (2.0f / (8388608.0f)), color);
5187 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5195 Con_Printf("invalid lights file \"%s\"\n", name);
5196 Mem_Free(lightsstring);
5200 // tyrlite/hmap2 light types in the delay field
5201 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5203 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5215 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5216 char key[256], value[MAX_INPUTLINE];
5218 if (cl.worldmodel == NULL)
5220 Con_Print("No map loaded.\n");
5223 // try to load a .ent file first
5224 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5225 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5226 // and if that is not found, fall back to the bsp file entity string
5228 data = cl.worldmodel->brush.entities;
5231 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5233 type = LIGHTTYPE_MINUSX;
5234 origin[0] = origin[1] = origin[2] = 0;
5235 originhack[0] = originhack[1] = originhack[2] = 0;
5236 angles[0] = angles[1] = angles[2] = 0;
5237 color[0] = color[1] = color[2] = 1;
5238 light[0] = light[1] = light[2] = 1;light[3] = 300;
5239 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5249 if (!COM_ParseToken_Simple(&data, false, false))
5251 if (com_token[0] == '}')
5252 break; // end of entity
5253 if (com_token[0] == '_')
5254 strlcpy(key, com_token + 1, sizeof(key));
5256 strlcpy(key, com_token, sizeof(key));
5257 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5258 key[strlen(key)-1] = 0;
5259 if (!COM_ParseToken_Simple(&data, false, false))
5261 strlcpy(value, com_token, sizeof(value));
5263 // now that we have the key pair worked out...
5264 if (!strcmp("light", key))
5266 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5270 light[0] = vec[0] * (1.0f / 256.0f);
5271 light[1] = vec[0] * (1.0f / 256.0f);
5272 light[2] = vec[0] * (1.0f / 256.0f);
5278 light[0] = vec[0] * (1.0f / 255.0f);
5279 light[1] = vec[1] * (1.0f / 255.0f);
5280 light[2] = vec[2] * (1.0f / 255.0f);
5284 else if (!strcmp("delay", key))
5286 else if (!strcmp("origin", key))
5287 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5288 else if (!strcmp("angle", key))
5289 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5290 else if (!strcmp("angles", key))
5291 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5292 else if (!strcmp("color", key))
5293 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5294 else if (!strcmp("wait", key))
5295 fadescale = atof(value);
5296 else if (!strcmp("classname", key))
5298 if (!strncmp(value, "light", 5))
5301 if (!strcmp(value, "light_fluoro"))
5306 overridecolor[0] = 1;
5307 overridecolor[1] = 1;
5308 overridecolor[2] = 1;
5310 if (!strcmp(value, "light_fluorospark"))
5315 overridecolor[0] = 1;
5316 overridecolor[1] = 1;
5317 overridecolor[2] = 1;
5319 if (!strcmp(value, "light_globe"))
5324 overridecolor[0] = 1;
5325 overridecolor[1] = 0.8;
5326 overridecolor[2] = 0.4;
5328 if (!strcmp(value, "light_flame_large_yellow"))
5333 overridecolor[0] = 1;
5334 overridecolor[1] = 0.5;
5335 overridecolor[2] = 0.1;
5337 if (!strcmp(value, "light_flame_small_yellow"))
5342 overridecolor[0] = 1;
5343 overridecolor[1] = 0.5;
5344 overridecolor[2] = 0.1;
5346 if (!strcmp(value, "light_torch_small_white"))
5351 overridecolor[0] = 1;
5352 overridecolor[1] = 0.5;
5353 overridecolor[2] = 0.1;
5355 if (!strcmp(value, "light_torch_small_walltorch"))
5360 overridecolor[0] = 1;
5361 overridecolor[1] = 0.5;
5362 overridecolor[2] = 0.1;
5366 else if (!strcmp("style", key))
5367 style = atoi(value);
5368 else if (!strcmp("skin", key))
5369 skin = (int)atof(value);
5370 else if (!strcmp("pflags", key))
5371 pflags = (int)atof(value);
5372 //else if (!strcmp("effects", key))
5373 // effects = (int)atof(value);
5374 else if (cl.worldmodel->type == mod_brushq3)
5376 if (!strcmp("scale", key))
5377 lightscale = atof(value);
5378 if (!strcmp("fade", key))
5379 fadescale = atof(value);
5384 if (lightscale <= 0)
5388 if (color[0] == color[1] && color[0] == color[2])
5390 color[0] *= overridecolor[0];
5391 color[1] *= overridecolor[1];
5392 color[2] *= overridecolor[2];
5394 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5395 color[0] = color[0] * light[0];
5396 color[1] = color[1] * light[1];
5397 color[2] = color[2] * light[2];
5400 case LIGHTTYPE_MINUSX:
5402 case LIGHTTYPE_RECIPX:
5404 VectorScale(color, (1.0f / 16.0f), color);
5406 case LIGHTTYPE_RECIPXX:
5408 VectorScale(color, (1.0f / 16.0f), color);
5411 case LIGHTTYPE_NONE:
5415 case LIGHTTYPE_MINUSXX:
5418 VectorAdd(origin, originhack, origin);
5420 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);
5423 Mem_Free(entfiledata);
5427 void R_Shadow_SetCursorLocationForView(void)
5430 vec3_t dest, endpos;
5432 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5433 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5434 if (trace.fraction < 1)
5436 dist = trace.fraction * r_editlights_cursordistance.value;
5437 push = r_editlights_cursorpushback.value;
5441 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5442 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5446 VectorClear( endpos );
5448 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5449 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5450 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5453 void R_Shadow_UpdateWorldLightSelection(void)
5455 if (r_editlights.integer)
5457 R_Shadow_SetCursorLocationForView();
5458 R_Shadow_SelectLightInView();
5461 R_Shadow_SelectLight(NULL);
5464 void R_Shadow_EditLights_Clear_f(void)
5466 R_Shadow_ClearWorldLights();
5469 void R_Shadow_EditLights_Reload_f(void)
5473 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
5474 R_Shadow_ClearWorldLights();
5475 R_Shadow_LoadWorldLights();
5476 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5478 R_Shadow_LoadLightsFile();
5479 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5480 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5484 void R_Shadow_EditLights_Save_f(void)
5488 R_Shadow_SaveWorldLights();
5491 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5493 R_Shadow_ClearWorldLights();
5494 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5497 void R_Shadow_EditLights_ImportLightsFile_f(void)
5499 R_Shadow_ClearWorldLights();
5500 R_Shadow_LoadLightsFile();
5503 void R_Shadow_EditLights_Spawn_f(void)
5506 if (!r_editlights.integer)
5508 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5511 if (Cmd_Argc() != 1)
5513 Con_Print("r_editlights_spawn does not take parameters\n");
5516 color[0] = color[1] = color[2] = 1;
5517 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5520 void R_Shadow_EditLights_Edit_f(void)
5522 vec3_t origin, angles, color;
5523 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5524 int style, shadows, flags, normalmode, realtimemode;
5525 char cubemapname[MAX_INPUTLINE];
5526 if (!r_editlights.integer)
5528 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5531 if (!r_shadow_selectedlight)
5533 Con_Print("No selected light.\n");
5536 VectorCopy(r_shadow_selectedlight->origin, origin);
5537 VectorCopy(r_shadow_selectedlight->angles, angles);
5538 VectorCopy(r_shadow_selectedlight->color, color);
5539 radius = r_shadow_selectedlight->radius;
5540 style = r_shadow_selectedlight->style;
5541 if (r_shadow_selectedlight->cubemapname)
5542 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5545 shadows = r_shadow_selectedlight->shadow;
5546 corona = r_shadow_selectedlight->corona;
5547 coronasizescale = r_shadow_selectedlight->coronasizescale;
5548 ambientscale = r_shadow_selectedlight->ambientscale;
5549 diffusescale = r_shadow_selectedlight->diffusescale;
5550 specularscale = r_shadow_selectedlight->specularscale;
5551 flags = r_shadow_selectedlight->flags;
5552 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5553 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5554 if (!strcmp(Cmd_Argv(1), "origin"))
5556 if (Cmd_Argc() != 5)
5558 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5561 origin[0] = atof(Cmd_Argv(2));
5562 origin[1] = atof(Cmd_Argv(3));
5563 origin[2] = atof(Cmd_Argv(4));
5565 else if (!strcmp(Cmd_Argv(1), "originx"))
5567 if (Cmd_Argc() != 3)
5569 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5572 origin[0] = atof(Cmd_Argv(2));
5574 else if (!strcmp(Cmd_Argv(1), "originy"))
5576 if (Cmd_Argc() != 3)
5578 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5581 origin[1] = atof(Cmd_Argv(2));
5583 else if (!strcmp(Cmd_Argv(1), "originz"))
5585 if (Cmd_Argc() != 3)
5587 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5590 origin[2] = atof(Cmd_Argv(2));
5592 else if (!strcmp(Cmd_Argv(1), "move"))
5594 if (Cmd_Argc() != 5)
5596 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5599 origin[0] += atof(Cmd_Argv(2));
5600 origin[1] += atof(Cmd_Argv(3));
5601 origin[2] += atof(Cmd_Argv(4));
5603 else if (!strcmp(Cmd_Argv(1), "movex"))
5605 if (Cmd_Argc() != 3)
5607 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5610 origin[0] += atof(Cmd_Argv(2));
5612 else if (!strcmp(Cmd_Argv(1), "movey"))
5614 if (Cmd_Argc() != 3)
5616 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5619 origin[1] += atof(Cmd_Argv(2));
5621 else if (!strcmp(Cmd_Argv(1), "movez"))
5623 if (Cmd_Argc() != 3)
5625 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5628 origin[2] += atof(Cmd_Argv(2));
5630 else if (!strcmp(Cmd_Argv(1), "angles"))
5632 if (Cmd_Argc() != 5)
5634 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5637 angles[0] = atof(Cmd_Argv(2));
5638 angles[1] = atof(Cmd_Argv(3));
5639 angles[2] = atof(Cmd_Argv(4));
5641 else if (!strcmp(Cmd_Argv(1), "anglesx"))
5643 if (Cmd_Argc() != 3)
5645 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5648 angles[0] = atof(Cmd_Argv(2));
5650 else if (!strcmp(Cmd_Argv(1), "anglesy"))
5652 if (Cmd_Argc() != 3)
5654 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5657 angles[1] = atof(Cmd_Argv(2));
5659 else if (!strcmp(Cmd_Argv(1), "anglesz"))
5661 if (Cmd_Argc() != 3)
5663 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5666 angles[2] = atof(Cmd_Argv(2));
5668 else if (!strcmp(Cmd_Argv(1), "color"))
5670 if (Cmd_Argc() != 5)
5672 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5675 color[0] = atof(Cmd_Argv(2));
5676 color[1] = atof(Cmd_Argv(3));
5677 color[2] = atof(Cmd_Argv(4));
5679 else if (!strcmp(Cmd_Argv(1), "radius"))
5681 if (Cmd_Argc() != 3)
5683 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5686 radius = atof(Cmd_Argv(2));
5688 else if (!strcmp(Cmd_Argv(1), "colorscale"))
5690 if (Cmd_Argc() == 3)
5692 double scale = atof(Cmd_Argv(2));
5699 if (Cmd_Argc() != 5)
5701 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
5704 color[0] *= atof(Cmd_Argv(2));
5705 color[1] *= atof(Cmd_Argv(3));
5706 color[2] *= atof(Cmd_Argv(4));
5709 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5711 if (Cmd_Argc() != 3)
5713 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5716 radius *= atof(Cmd_Argv(2));
5718 else if (!strcmp(Cmd_Argv(1), "style"))
5720 if (Cmd_Argc() != 3)
5722 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5725 style = atoi(Cmd_Argv(2));
5727 else if (!strcmp(Cmd_Argv(1), "cubemap"))
5731 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5734 if (Cmd_Argc() == 3)
5735 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5739 else if (!strcmp(Cmd_Argv(1), "shadows"))
5741 if (Cmd_Argc() != 3)
5743 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5746 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5748 else if (!strcmp(Cmd_Argv(1), "corona"))
5750 if (Cmd_Argc() != 3)
5752 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5755 corona = atof(Cmd_Argv(2));
5757 else if (!strcmp(Cmd_Argv(1), "coronasize"))
5759 if (Cmd_Argc() != 3)
5761 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5764 coronasizescale = atof(Cmd_Argv(2));
5766 else if (!strcmp(Cmd_Argv(1), "ambient"))
5768 if (Cmd_Argc() != 3)
5770 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5773 ambientscale = atof(Cmd_Argv(2));
5775 else if (!strcmp(Cmd_Argv(1), "diffuse"))
5777 if (Cmd_Argc() != 3)
5779 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5782 diffusescale = atof(Cmd_Argv(2));
5784 else if (!strcmp(Cmd_Argv(1), "specular"))
5786 if (Cmd_Argc() != 3)
5788 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5791 specularscale = atof(Cmd_Argv(2));
5793 else if (!strcmp(Cmd_Argv(1), "normalmode"))
5795 if (Cmd_Argc() != 3)
5797 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5800 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5802 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5804 if (Cmd_Argc() != 3)
5806 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5809 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5813 Con_Print("usage: r_editlights_edit [property] [value]\n");
5814 Con_Print("Selected light's properties:\n");
5815 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5816 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5817 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5818 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
5819 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
5820 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
5821 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5822 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
5823 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
5824 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
5825 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
5826 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
5827 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5828 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5831 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5832 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5835 void R_Shadow_EditLights_EditAll_f(void)
5838 dlight_t *light, *oldselected;
5841 if (!r_editlights.integer)
5843 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5847 oldselected = r_shadow_selectedlight;
5848 // EditLights doesn't seem to have a "remove" command or something so:
5849 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5850 for (lightindex = 0;lightindex < range;lightindex++)
5852 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5855 R_Shadow_SelectLight(light);
5856 R_Shadow_EditLights_Edit_f();
5858 // return to old selected (to not mess editing once selection is locked)
5859 R_Shadow_SelectLight(oldselected);
5862 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5864 int lightnumber, lightcount;
5865 size_t lightindex, range;
5869 if (!r_editlights.integer)
5871 x = vid_conwidth.value - 240;
5873 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5876 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5877 for (lightindex = 0;lightindex < range;lightindex++)
5879 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5882 if (light == r_shadow_selectedlight)
5883 lightnumber = lightindex;
5886 dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5887 dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5889 if (r_shadow_selectedlight == NULL)
5891 dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5892 dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5893 dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5894 dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5895 dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5896 dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5897 dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5898 dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5899 dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5900 dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5901 dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5902 dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5903 dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5904 dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5905 dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5908 void R_Shadow_EditLights_ToggleShadow_f(void)
5910 if (!r_editlights.integer)
5912 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5915 if (!r_shadow_selectedlight)
5917 Con_Print("No selected light.\n");
5920 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);
5923 void R_Shadow_EditLights_ToggleCorona_f(void)
5925 if (!r_editlights.integer)
5927 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5930 if (!r_shadow_selectedlight)
5932 Con_Print("No selected light.\n");
5935 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);
5938 void R_Shadow_EditLights_Remove_f(void)
5940 if (!r_editlights.integer)
5942 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
5945 if (!r_shadow_selectedlight)
5947 Con_Print("No selected light.\n");
5950 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5951 r_shadow_selectedlight = NULL;
5954 void R_Shadow_EditLights_Help_f(void)
5957 "Documentation on r_editlights system:\n"
5959 "r_editlights : enable/disable editing mode\n"
5960 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5961 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5962 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5963 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5964 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5966 "r_editlights_help : this help\n"
5967 "r_editlights_clear : remove all lights\n"
5968 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5969 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
5970 "r_editlights_save : save to .rtlights file\n"
5971 "r_editlights_spawn : create a light with default settings\n"
5972 "r_editlights_edit command : edit selected light - more documentation below\n"
5973 "r_editlights_remove : remove selected light\n"
5974 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5975 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5976 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5978 "origin x y z : set light location\n"
5979 "originx x: set x component of light location\n"
5980 "originy y: set y component of light location\n"
5981 "originz z: set z component of light location\n"
5982 "move x y z : adjust light location\n"
5983 "movex x: adjust x component of light location\n"
5984 "movey y: adjust y component of light location\n"
5985 "movez z: adjust z component of light location\n"
5986 "angles x y z : set light angles\n"
5987 "anglesx x: set x component of light angles\n"
5988 "anglesy y: set y component of light angles\n"
5989 "anglesz z: set z component of light angles\n"
5990 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5991 "radius radius : set radius (size) of light\n"
5992 "colorscale grey : multiply color of light (1 does nothing)\n"
5993 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5994 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5995 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5996 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5997 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5998 "shadows 1/0 : turn on/off shadows\n"
5999 "corona n : set corona intensity\n"
6000 "coronasize n : set corona size (0-1)\n"
6001 "ambient n : set ambient intensity (0-1)\n"
6002 "diffuse n : set diffuse intensity (0-1)\n"
6003 "specular n : set specular intensity (0-1)\n"
6004 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6005 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6006 "<nothing> : print light properties to console\n"
6010 void R_Shadow_EditLights_CopyInfo_f(void)
6012 if (!r_editlights.integer)
6014 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
6017 if (!r_shadow_selectedlight)
6019 Con_Print("No selected light.\n");
6022 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6023 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6024 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6025 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6026 if (r_shadow_selectedlight->cubemapname)
6027 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6029 r_shadow_bufferlight.cubemapname[0] = 0;
6030 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6031 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6032 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6033 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6034 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6035 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6036 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6039 void R_Shadow_EditLights_PasteInfo_f(void)
6041 if (!r_editlights.integer)
6043 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
6046 if (!r_shadow_selectedlight)
6048 Con_Print("No selected light.\n");
6051 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);
6054 void R_Shadow_EditLights_Lock_f(void)
6056 if (!r_editlights.integer)
6058 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
6061 if (r_editlights_lockcursor)
6063 r_editlights_lockcursor = false;
6066 if (!r_shadow_selectedlight)
6068 Con_Print("No selected light to lock on.\n");
6071 r_editlights_lockcursor = true;
6074 void R_Shadow_EditLights_Init(void)
6076 Cvar_RegisterVariable(&r_editlights);
6077 Cvar_RegisterVariable(&r_editlights_cursordistance);
6078 Cvar_RegisterVariable(&r_editlights_cursorpushback);
6079 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6080 Cvar_RegisterVariable(&r_editlights_cursorgrid);
6081 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6082 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6083 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6084 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
6085 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6086 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6087 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6088 Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
6089 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6090 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6091 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6092 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6093 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6094 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6095 Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
6096 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6102 =============================================================================
6106 =============================================================================
6109 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
6111 VectorClear(diffusecolor);
6112 VectorClear(diffusenormal);
6114 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6116 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
6117 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
6120 VectorSet(ambientcolor, 1, 1, 1);
6127 for (i = 0;i < r_refdef.scene.numlights;i++)
6129 light = r_refdef.scene.lights[i];
6130 Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
6131 f = 1 - VectorLength2(v);
6132 if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
6133 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);