3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_STENCIL,
149 R_SHADOW_RENDERMODE_STENCILTWOSIDE,
150 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
151 R_SHADOW_RENDERMODE_LIGHT_DOT3,
152 R_SHADOW_RENDERMODE_LIGHT_GLSL,
153 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
154 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
156 r_shadow_rendermode_t;
158 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
159 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
162 int maxshadowtriangles;
165 int maxshadowvertices;
166 float *shadowvertex3f;
179 int r_shadow_buffer_numleafpvsbytes;
180 unsigned char *r_shadow_buffer_leafpvs;
181 int *r_shadow_buffer_leaflist;
183 int r_shadow_buffer_numsurfacepvsbytes;
184 unsigned char *r_shadow_buffer_surfacepvs;
185 int *r_shadow_buffer_surfacelist;
187 rtexturepool_t *r_shadow_texturepool;
188 rtexture_t *r_shadow_attenuation2dtexture;
189 rtexture_t *r_shadow_attenuation3dtexture;
191 // lights are reloaded when this changes
192 char r_shadow_mapname[MAX_QPATH];
194 // used only for light filters (cubemaps)
195 rtexturepool_t *r_shadow_filters_texturepool;
197 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"};
198 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"};
199 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
200 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)"};
201 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
202 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
203 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"};
204 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"};
205 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
206 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
207 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
208 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
209 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
210 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal culling optimizations on dynamic lights (slow! you probably don't want this!)"};
211 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)"};
212 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
213 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"};
214 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
215 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
216 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"};
217 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)"};
218 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
219 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_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)"};
220 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
221 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
222 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
223 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
224 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
225 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
226 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
227 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
229 float r_shadow_attenpower, r_shadow_attenscale;
231 rtlight_t *r_shadow_compilingrtlight;
232 dlight_t *r_shadow_worldlightchain;
233 dlight_t *r_shadow_selectedlight;
234 dlight_t r_shadow_bufferlight;
235 vec3_t r_editlights_cursorlocation;
237 extern int con_vislines;
239 typedef struct cubemapinfo_s
246 #define MAX_CUBEMAPS 256
247 static int numcubemaps;
248 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
250 void R_Shadow_UncompileWorldLights(void);
251 void R_Shadow_ClearWorldLights(void);
252 void R_Shadow_SaveWorldLights(void);
253 void R_Shadow_LoadWorldLights(void);
254 void R_Shadow_LoadLightsFile(void);
255 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
256 void R_Shadow_EditLights_Reload_f(void);
257 void R_Shadow_ValidateCvars(void);
258 static void R_Shadow_MakeTextures(void);
259 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
261 void r_shadow_start(void)
263 // allocate vertex processing arrays
265 r_shadow_attenuation2dtexture = NULL;
266 r_shadow_attenuation3dtexture = NULL;
267 r_shadow_texturepool = NULL;
268 r_shadow_filters_texturepool = NULL;
269 R_Shadow_ValidateCvars();
270 R_Shadow_MakeTextures();
271 maxshadowtriangles = 0;
272 shadowelements = NULL;
273 maxshadowvertices = 0;
274 shadowvertex3f = NULL;
282 shadowmarklist = NULL;
284 r_shadow_buffer_numleafpvsbytes = 0;
285 r_shadow_buffer_leafpvs = NULL;
286 r_shadow_buffer_leaflist = NULL;
287 r_shadow_buffer_numsurfacepvsbytes = 0;
288 r_shadow_buffer_surfacepvs = NULL;
289 r_shadow_buffer_surfacelist = NULL;
292 void r_shadow_shutdown(void)
294 R_Shadow_UncompileWorldLights();
296 r_shadow_attenuation2dtexture = NULL;
297 r_shadow_attenuation3dtexture = NULL;
298 R_FreeTexturePool(&r_shadow_texturepool);
299 R_FreeTexturePool(&r_shadow_filters_texturepool);
300 maxshadowtriangles = 0;
302 Mem_Free(shadowelements);
303 shadowelements = NULL;
305 Mem_Free(shadowvertex3f);
306 shadowvertex3f = NULL;
309 Mem_Free(vertexupdate);
312 Mem_Free(vertexremap);
318 Mem_Free(shadowmark);
321 Mem_Free(shadowmarklist);
322 shadowmarklist = NULL;
324 r_shadow_buffer_numleafpvsbytes = 0;
325 if (r_shadow_buffer_leafpvs)
326 Mem_Free(r_shadow_buffer_leafpvs);
327 r_shadow_buffer_leafpvs = NULL;
328 if (r_shadow_buffer_leaflist)
329 Mem_Free(r_shadow_buffer_leaflist);
330 r_shadow_buffer_leaflist = NULL;
331 r_shadow_buffer_numsurfacepvsbytes = 0;
332 if (r_shadow_buffer_surfacepvs)
333 Mem_Free(r_shadow_buffer_surfacepvs);
334 r_shadow_buffer_surfacepvs = NULL;
335 if (r_shadow_buffer_surfacelist)
336 Mem_Free(r_shadow_buffer_surfacelist);
337 r_shadow_buffer_surfacelist = NULL;
340 void r_shadow_newmap(void)
344 void R_Shadow_Help_f(void)
347 "Documentation on r_shadow system:\n"
349 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
350 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
351 "r_shadow_debuglight : render only this light number (-1 = all)\n"
352 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
353 "r_shadow_gloss2intensity : brightness of forced gloss\n"
354 "r_shadow_glossintensity : brightness of textured gloss\n"
355 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
356 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
357 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
358 "r_shadow_portallight : use portal visibility for static light precomputation\n"
359 "r_shadow_projectdistance : shadow volume projection distance\n"
360 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
361 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
362 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
363 "r_shadow_realtime_world : use high quality world lighting mode\n"
364 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
365 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
366 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
367 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
368 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
369 "r_shadow_scissor : use scissor optimization\n"
370 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
371 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
372 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
373 "r_showlighting : useful for performance testing; bright = slow!\n"
374 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
376 "r_shadow_help : this help\n"
380 void R_Shadow_Init(void)
382 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
383 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
384 Cvar_RegisterVariable(&r_shadow_debuglight);
385 Cvar_RegisterVariable(&r_shadow_gloss);
386 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
387 Cvar_RegisterVariable(&r_shadow_glossintensity);
388 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
389 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
390 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
391 Cvar_RegisterVariable(&r_shadow_portallight);
392 Cvar_RegisterVariable(&r_shadow_projectdistance);
393 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
394 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
395 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
396 Cvar_RegisterVariable(&r_shadow_realtime_world);
397 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
398 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
399 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
400 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
401 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
402 Cvar_RegisterVariable(&r_shadow_scissor);
403 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
404 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
405 Cvar_RegisterVariable(&r_shadow_texture3d);
406 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
407 if (gamemode == GAME_TENEBRAE)
409 Cvar_SetValue("r_shadow_gloss", 2);
410 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
412 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
413 R_Shadow_EditLights_Init();
414 r_shadow_worldlightchain = NULL;
415 maxshadowtriangles = 0;
416 shadowelements = NULL;
417 maxshadowvertices = 0;
418 shadowvertex3f = NULL;
426 shadowmarklist = NULL;
428 r_shadow_buffer_numleafpvsbytes = 0;
429 r_shadow_buffer_leafpvs = NULL;
430 r_shadow_buffer_leaflist = NULL;
431 r_shadow_buffer_numsurfacepvsbytes = 0;
432 r_shadow_buffer_surfacepvs = NULL;
433 r_shadow_buffer_surfacelist = NULL;
434 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
437 matrix4x4_t matrix_attenuationxyz =
440 {0.5, 0.0, 0.0, 0.5},
441 {0.0, 0.5, 0.0, 0.5},
442 {0.0, 0.0, 0.5, 0.5},
447 matrix4x4_t matrix_attenuationz =
450 {0.0, 0.0, 0.5, 0.5},
451 {0.0, 0.0, 0.0, 0.5},
452 {0.0, 0.0, 0.0, 0.5},
457 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
459 // make sure shadowelements is big enough for this volume
460 if (maxshadowtriangles < numtriangles)
462 maxshadowtriangles = numtriangles;
464 Mem_Free(shadowelements);
465 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
467 // make sure shadowvertex3f is big enough for this volume
468 if (maxshadowvertices < numvertices)
470 maxshadowvertices = numvertices;
472 Mem_Free(shadowvertex3f);
473 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
477 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
479 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
480 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
481 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
483 if (r_shadow_buffer_leafpvs)
484 Mem_Free(r_shadow_buffer_leafpvs);
485 if (r_shadow_buffer_leaflist)
486 Mem_Free(r_shadow_buffer_leaflist);
487 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
488 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
489 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
491 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
493 if (r_shadow_buffer_surfacepvs)
494 Mem_Free(r_shadow_buffer_surfacepvs);
495 if (r_shadow_buffer_surfacelist)
496 Mem_Free(r_shadow_buffer_surfacelist);
497 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
498 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
499 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
503 void R_Shadow_PrepareShadowMark(int numtris)
505 // make sure shadowmark is big enough for this volume
506 if (maxshadowmark < numtris)
508 maxshadowmark = numtris;
510 Mem_Free(shadowmark);
512 Mem_Free(shadowmarklist);
513 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
514 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
518 // if shadowmarkcount wrapped we clear the array and adjust accordingly
519 if (shadowmarkcount == 0)
522 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
527 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
530 int outtriangles = 0, outvertices = 0;
534 if (maxvertexupdate < innumvertices)
536 maxvertexupdate = innumvertices;
538 Mem_Free(vertexupdate);
540 Mem_Free(vertexremap);
541 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
542 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
546 if (vertexupdatenum == 0)
549 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
550 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
553 for (i = 0;i < numshadowmarktris;i++)
554 shadowmark[shadowmarktris[i]] = shadowmarkcount;
556 for (i = 0;i < numshadowmarktris;i++)
558 element = inelement3i + shadowmarktris[i] * 3;
559 // make sure the vertices are created
560 for (j = 0;j < 3;j++)
562 if (vertexupdate[element[j]] != vertexupdatenum)
564 float ratio, direction[3];
565 vertexupdate[element[j]] = vertexupdatenum;
566 vertexremap[element[j]] = outvertices;
567 vertex = invertex3f + element[j] * 3;
568 // project one copy of the vertex to the sphere radius of the light
569 // (FIXME: would projecting it to the light box be better?)
570 VectorSubtract(vertex, projectorigin, direction);
571 ratio = projectdistance / VectorLength(direction);
572 VectorCopy(vertex, outvertex3f);
573 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
580 for (i = 0;i < numshadowmarktris;i++)
582 int remappedelement[3];
584 const int *neighbortriangle;
586 markindex = shadowmarktris[i] * 3;
587 element = inelement3i + markindex;
588 neighbortriangle = inneighbor3i + markindex;
589 // output the front and back triangles
590 outelement3i[0] = vertexremap[element[0]];
591 outelement3i[1] = vertexremap[element[1]];
592 outelement3i[2] = vertexremap[element[2]];
593 outelement3i[3] = vertexremap[element[2]] + 1;
594 outelement3i[4] = vertexremap[element[1]] + 1;
595 outelement3i[5] = vertexremap[element[0]] + 1;
599 // output the sides (facing outward from this triangle)
600 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
602 remappedelement[0] = vertexremap[element[0]];
603 remappedelement[1] = vertexremap[element[1]];
604 outelement3i[0] = remappedelement[1];
605 outelement3i[1] = remappedelement[0];
606 outelement3i[2] = remappedelement[0] + 1;
607 outelement3i[3] = remappedelement[1];
608 outelement3i[4] = remappedelement[0] + 1;
609 outelement3i[5] = remappedelement[1] + 1;
614 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
616 remappedelement[1] = vertexremap[element[1]];
617 remappedelement[2] = vertexremap[element[2]];
618 outelement3i[0] = remappedelement[2];
619 outelement3i[1] = remappedelement[1];
620 outelement3i[2] = remappedelement[1] + 1;
621 outelement3i[3] = remappedelement[2];
622 outelement3i[4] = remappedelement[1] + 1;
623 outelement3i[5] = remappedelement[2] + 1;
628 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
630 remappedelement[0] = vertexremap[element[0]];
631 remappedelement[2] = vertexremap[element[2]];
632 outelement3i[0] = remappedelement[0];
633 outelement3i[1] = remappedelement[2];
634 outelement3i[2] = remappedelement[2] + 1;
635 outelement3i[3] = remappedelement[0];
636 outelement3i[4] = remappedelement[2] + 1;
637 outelement3i[5] = remappedelement[0] + 1;
644 *outnumvertices = outvertices;
648 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
651 if (projectdistance < 0.1)
653 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
656 if (!numverts || !nummarktris)
658 // make sure shadowelements is big enough for this volume
659 if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
660 R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
661 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdistance, nummarktris, marktris);
662 renderstats.lights_dynamicshadowtriangles += tris;
663 R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements);
666 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
671 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
673 tend = firsttriangle + numtris;
674 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
675 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
676 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
678 // surface box entirely inside light box, no box cull
679 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
680 if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
681 shadowmarklist[numshadowmark++] = t;
685 // surface box not entirely inside light box, cull each triangle
686 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
688 v[0] = invertex3f + e[0] * 3;
689 v[1] = invertex3f + e[1] * 3;
690 v[2] = invertex3f + e[2] * 3;
691 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
692 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
693 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
694 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
695 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
696 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
697 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
698 shadowmarklist[numshadowmark++] = t;
703 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
706 if (r_shadow_compilingrtlight)
708 // if we're compiling an rtlight, capture the mesh
709 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
712 renderstats.lights_shadowtriangles += numtriangles;
713 memset(&m, 0, sizeof(m));
714 m.pointer_vertex = vertex3f;
716 GL_LockArrays(0, numvertices);
717 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
719 // decrement stencil if backface is behind depthbuffer
720 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
721 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
722 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
723 // increment stencil if frontface is behind depthbuffer
724 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
725 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
727 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
731 static void R_Shadow_MakeTextures(void)
734 float v[3], intensity;
736 R_FreeTexturePool(&r_shadow_texturepool);
737 r_shadow_texturepool = R_AllocTexturePool();
738 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
739 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
740 #define ATTEN2DSIZE 64
741 #define ATTEN3DSIZE 32
742 data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
743 for (y = 0;y < ATTEN2DSIZE;y++)
745 for (x = 0;x < ATTEN2DSIZE;x++)
747 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
748 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
750 intensity = 1.0f - sqrt(DotProduct(v, v));
752 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
753 d = bound(0, intensity, 255);
754 data[(y*ATTEN2DSIZE+x)*4+0] = d;
755 data[(y*ATTEN2DSIZE+x)*4+1] = d;
756 data[(y*ATTEN2DSIZE+x)*4+2] = d;
757 data[(y*ATTEN2DSIZE+x)*4+3] = d;
760 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
761 if (r_shadow_texture3d.integer)
763 for (z = 0;z < ATTEN3DSIZE;z++)
765 for (y = 0;y < ATTEN3DSIZE;y++)
767 for (x = 0;x < ATTEN3DSIZE;x++)
769 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
770 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
771 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
772 intensity = 1.0f - sqrt(DotProduct(v, v));
774 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
775 d = bound(0, intensity, 255);
776 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
777 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
778 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
779 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
783 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
788 void R_Shadow_ValidateCvars(void)
790 if (r_shadow_texture3d.integer && !gl_texture3d)
791 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
792 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
793 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
796 // light currently being rendered
797 rtlight_t *r_shadow_rtlight;
799 // this is the location of the eye in entity space
800 vec3_t r_shadow_entityeyeorigin;
801 // this is the location of the light in entity space
802 vec3_t r_shadow_entitylightorigin;
803 // this transforms entity coordinates to light filter cubemap coordinates
804 // (also often used for other purposes)
805 matrix4x4_t r_shadow_entitytolight;
806 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
807 // of attenuation texturing in full 3D (Z result often ignored)
808 matrix4x4_t r_shadow_entitytoattenuationxyz;
809 // this transforms only the Z to S, and T is always 0.5
810 matrix4x4_t r_shadow_entitytoattenuationz;
812 void R_Shadow_RenderMode_Begin(void)
816 R_Shadow_ValidateCvars();
818 if (!r_shadow_attenuation2dtexture
819 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
820 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
821 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
822 R_Shadow_MakeTextures();
824 memset(&m, 0, sizeof(m));
826 GL_BlendFunc(GL_ONE, GL_ZERO);
829 GL_Color(0, 0, 0, 1);
830 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
831 qglEnable(GL_CULL_FACE);
832 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
834 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
836 if (gl_ext_stenciltwoside.integer)
837 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
839 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
841 if (r_glsl.integer && gl_support_fragment_shader)
842 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
843 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
844 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
846 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
849 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
851 r_shadow_rtlight = rtlight;
854 void R_Shadow_RenderMode_Reset(void)
857 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
859 qglUseProgramObjectARB(0);
860 // HACK HACK HACK: work around for bug in NVIDIAI 6xxx drivers that causes GL_OUT_OF_MEMORY and/or software rendering
861 qglBegin(GL_TRIANGLES);
865 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
866 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
867 memset(&m, 0, sizeof(m));
871 void R_Shadow_RenderMode_StencilShadowVolumes(void)
873 R_Shadow_RenderMode_Reset();
874 GL_Color(1, 1, 1, 1);
875 GL_ColorMask(0, 0, 0, 0);
876 GL_BlendFunc(GL_ONE, GL_ZERO);
879 qglPolygonOffset(r_shadowpolygonfactor, r_shadowpolygonoffset);
880 qglDepthFunc(GL_LESS);
881 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
882 qglEnable(GL_STENCIL_TEST);
883 qglStencilFunc(GL_ALWAYS, 128, ~0);
884 r_shadow_rendermode = r_shadow_shadowingrendermode;
885 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
887 qglDisable(GL_CULL_FACE);
888 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
889 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
891 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
892 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
894 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
898 qglEnable(GL_CULL_FACE);
900 // this is changed by every shadow render so its value here is unimportant
901 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
903 GL_Clear(GL_STENCIL_BUFFER_BIT);
904 renderstats.lights_clears++;
907 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
909 R_Shadow_RenderMode_Reset();
910 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
913 qglPolygonOffset(r_polygonfactor, r_polygonoffset);
914 //qglDisable(GL_POLYGON_OFFSET_FILL);
915 GL_Color(1, 1, 1, 1);
916 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
918 qglDepthFunc(GL_LEQUAL);
920 qglDepthFunc(GL_EQUAL);
921 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
922 qglEnable(GL_CULL_FACE);
924 qglEnable(GL_STENCIL_TEST);
926 qglDisable(GL_STENCIL_TEST);
928 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
929 // only draw light where this geometry was already rendered AND the
930 // stencil is 128 (values other than this mean shadow)
931 qglStencilFunc(GL_EQUAL, 128, ~0);
932 r_shadow_rendermode = r_shadow_lightingrendermode;
933 // do global setup needed for the chosen lighting mode
934 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
936 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
937 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
938 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
939 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
940 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
941 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
942 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
943 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
944 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
945 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
950 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
952 R_Shadow_RenderMode_Reset();
953 GL_BlendFunc(GL_ONE, GL_ONE);
955 GL_DepthTest(!r_showdisabledepthtest.integer);
956 qglPolygonOffset(r_polygonfactor, r_polygonoffset);
957 GL_Color(0.0, 0.0125, 0.1, 1);
958 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
959 qglDepthFunc(GL_GEQUAL);
960 qglCullFace(GL_FRONT); // this culls back
961 qglDisable(GL_CULL_FACE);
962 qglDisable(GL_STENCIL_TEST);
963 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
966 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
968 R_Shadow_RenderMode_Reset();
969 GL_BlendFunc(GL_ONE, GL_ONE);
971 GL_DepthTest(!r_showdisabledepthtest.integer);
972 qglPolygonOffset(r_polygonfactor, r_polygonoffset);
973 GL_Color(0.1, 0.0125, 0, 1);
974 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
976 qglDepthFunc(GL_LEQUAL);
978 qglDepthFunc(GL_EQUAL);
979 qglCullFace(GL_FRONT); // this culls back
980 qglEnable(GL_CULL_FACE);
982 qglEnable(GL_STENCIL_TEST);
984 qglDisable(GL_STENCIL_TEST);
985 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
988 void R_Shadow_RenderMode_End(void)
990 R_Shadow_RenderMode_Reset();
991 R_Shadow_RenderMode_ActiveLight(NULL);
992 GL_BlendFunc(GL_ONE, GL_ZERO);
995 qglPolygonOffset(r_polygonfactor, r_polygonoffset);
996 //qglDisable(GL_POLYGON_OFFSET_FILL);
997 GL_Color(1, 1, 1, 1);
998 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
999 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1000 qglDepthFunc(GL_LEQUAL);
1001 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1002 qglEnable(GL_CULL_FACE);
1003 qglDisable(GL_STENCIL_TEST);
1004 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1005 if (gl_support_stenciltwoside)
1006 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1008 qglStencilFunc(GL_ALWAYS, 128, ~0);
1009 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1012 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1014 int i, ix1, iy1, ix2, iy2;
1015 float x1, y1, x2, y2;
1018 mplane_t planes[11];
1019 float vertex3f[256*3];
1021 // if view is inside the light box, just say yes it's visible
1022 if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1024 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1028 // create a temporary brush describing the area the light can affect in worldspace
1029 VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1030 VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1031 VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1032 VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1033 VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1034 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1035 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1036 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1037 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1038 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1039 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1041 // turn the brush into a mesh
1042 memset(&mesh, 0, sizeof(rmesh_t));
1043 mesh.maxvertices = 256;
1044 mesh.vertex3f = vertex3f;
1045 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1046 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1048 // if that mesh is empty, the light is not visible at all
1049 if (!mesh.numvertices)
1052 if (!r_shadow_scissor.integer)
1055 // if that mesh is not empty, check what area of the screen it covers
1056 x1 = y1 = x2 = y2 = 0;
1058 for (i = 0;i < mesh.numvertices;i++)
1060 VectorCopy(mesh.vertex3f + i * 3, v);
1061 GL_TransformToScreen(v, v2);
1062 //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]);
1065 if (x1 > v2[0]) x1 = v2[0];
1066 if (x2 < v2[0]) x2 = v2[0];
1067 if (y1 > v2[1]) y1 = v2[1];
1068 if (y2 < v2[1]) y2 = v2[1];
1077 // now convert the scissor rectangle to integer screen coordinates
1082 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1084 // clamp it to the screen
1085 if (ix1 < r_view_x) ix1 = r_view_x;
1086 if (iy1 < r_view_y) iy1 = r_view_y;
1087 if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1088 if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1090 // if it is inside out, it's not visible
1091 if (ix2 <= ix1 || iy2 <= iy1)
1094 // the light area is visible, set up the scissor rectangle
1095 GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1096 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1097 //qglEnable(GL_SCISSOR_TEST);
1098 renderstats.lights_scissored++;
1102 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
1104 int numverts = surface->num_vertices;
1105 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1106 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1107 float *color4f = rsurface_array_color4f + 4 * surface->num_firstvertex;
1108 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1109 if (r_textureunits.integer >= 3)
1111 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1113 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1114 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1115 if ((dot = DotProduct(n, v)) < 0)
1117 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1118 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
1119 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
1120 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
1123 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1124 VectorScale(color4f, f, color4f);
1128 VectorClear(color4f);
1132 else if (r_textureunits.integer >= 2)
1134 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1136 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1137 if ((dist = fabs(v[2])) < 1)
1139 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1140 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1141 if ((dot = DotProduct(n, v)) < 0)
1143 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1144 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1145 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1146 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1150 color4f[0] = ambientcolor[0] * distintensity;
1151 color4f[1] = ambientcolor[1] * distintensity;
1152 color4f[2] = ambientcolor[2] * distintensity;
1156 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1157 VectorScale(color4f, f, color4f);
1161 VectorClear(color4f);
1167 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1169 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1170 if ((dist = DotProduct(v, v)) < 1)
1173 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1174 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1175 if ((dot = DotProduct(n, v)) < 0)
1177 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1178 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1179 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1180 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1184 color4f[0] = ambientcolor[0] * distintensity;
1185 color4f[1] = ambientcolor[1] * distintensity;
1186 color4f[2] = ambientcolor[2] * distintensity;
1190 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1191 VectorScale(color4f, f, color4f);
1195 VectorClear(color4f);
1201 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1203 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1207 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1209 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1210 // the cubemap normalizes this for us
1211 out3f[0] = DotProduct(svector3f, lightdir);
1212 out3f[1] = DotProduct(tvector3f, lightdir);
1213 out3f[2] = DotProduct(normal3f, lightdir);
1217 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1220 float lightdir[3], eyedir[3], halfdir[3];
1221 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1223 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1224 VectorNormalize(lightdir);
1225 VectorSubtract(relativeeyeorigin, vertex3f, eyedir);
1226 VectorNormalize(eyedir);
1227 VectorAdd(lightdir, eyedir, halfdir);
1228 // the cubemap normalizes this for us
1229 out3f[0] = DotProduct(svector3f, halfdir);
1230 out3f[1] = DotProduct(tvector3f, halfdir);
1231 out3f[2] = DotProduct(normal3f, halfdir);
1235 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1237 // used to display how many times a surface is lit for level design purposes
1238 int surfacelistindex;
1239 model_t *model = ent->model;
1241 GL_Color(0.1, 0.025, 0, 1);
1242 memset(&m, 0, sizeof(m));
1244 RSurf_SetPointersForPass(false, false);
1245 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1247 const msurface_t *surface = surfacelist[surfacelistindex];
1248 if (rsurface_dynamicvertex)
1249 RSurf_PrepareDynamicSurfaceVertices(surface);
1250 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1251 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
1252 GL_LockArrays(0, 0);
1256 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1258 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1259 int surfacelistindex;
1260 model_t *model = ent->model;
1261 R_SetupSurfaceShader(ent, texture, r_shadow_entityeyeorigin, lightcolorbase, false);
1262 RSurf_SetPointersForPass(false, true);
1263 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1265 const msurface_t *surface = surfacelist[surfacelistindex];
1266 const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1267 if (rsurface_dynamicvertex)
1268 RSurf_PrepareDynamicSurfaceVertices(surface);
1269 R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
1270 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1271 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1272 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1273 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1274 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1275 GL_LockArrays(0, 0);
1279 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1282 model_t *model = ent->model;
1285 const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1287 // colorscale accounts for how much we multiply the brightness
1290 // mult is how many times the final pass of the lighting will be
1291 // performed to get more brightness than otherwise possible.
1293 // Limit mult to 64 for sanity sake.
1294 if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1296 // 3 3D combine path (Geforce3, Radeon 8500)
1297 memset(&m, 0, sizeof(m));
1298 m.pointer_vertex = rsurface_vertex3f;
1299 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1300 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1301 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1302 m.tex[1] = R_GetTexture(basetexture);
1303 m.pointer_texcoord[1] = model->surfmesh.data_texcoordtexture2f;
1304 m.texmatrix[1] = texture->currenttexmatrix;
1305 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1306 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1307 m.texmatrix[2] = r_shadow_entitytolight;
1308 GL_BlendFunc(GL_ONE, GL_ONE);
1310 else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1312 // 2 3D combine path (Geforce3, original Radeon)
1313 memset(&m, 0, sizeof(m));
1314 m.pointer_vertex = rsurface_vertex3f;
1315 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1316 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1317 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1318 m.tex[1] = R_GetTexture(basetexture);
1319 m.pointer_texcoord[1] = model->surfmesh.data_texcoordtexture2f;
1320 m.texmatrix[1] = texture->currenttexmatrix;
1321 GL_BlendFunc(GL_ONE, GL_ONE);
1323 else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1325 // 4 2D combine path (Geforce3, Radeon 8500)
1326 memset(&m, 0, sizeof(m));
1327 m.pointer_vertex = rsurface_vertex3f;
1328 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1329 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1330 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1331 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1332 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1333 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1334 m.tex[2] = R_GetTexture(basetexture);
1335 m.pointer_texcoord[2] = model->surfmesh.data_texcoordtexture2f;
1336 m.texmatrix[2] = texture->currenttexmatrix;
1337 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1339 m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1340 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1341 m.texmatrix[3] = r_shadow_entitytolight;
1343 GL_BlendFunc(GL_ONE, GL_ONE);
1345 else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1347 // 3 2D combine path (Geforce3, original Radeon)
1348 memset(&m, 0, sizeof(m));
1349 m.pointer_vertex = rsurface_vertex3f;
1350 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1351 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1352 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1353 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1354 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1355 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1356 m.tex[2] = R_GetTexture(basetexture);
1357 m.pointer_texcoord[2] = model->surfmesh.data_texcoordtexture2f;
1358 m.texmatrix[2] = texture->currenttexmatrix;
1359 GL_BlendFunc(GL_ONE, GL_ONE);
1363 // 2/2/2 2D combine path (any dot3 card)
1364 memset(&m, 0, sizeof(m));
1365 m.pointer_vertex = rsurface_vertex3f;
1366 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1367 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1368 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1369 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1370 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1371 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1373 GL_ColorMask(0,0,0,1);
1374 GL_BlendFunc(GL_ONE, GL_ZERO);
1375 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1376 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1377 GL_LockArrays(0, 0);
1379 memset(&m, 0, sizeof(m));
1380 m.pointer_vertex = rsurface_vertex3f;
1381 m.tex[0] = R_GetTexture(basetexture);
1382 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1383 m.texmatrix[0] = texture->currenttexmatrix;
1384 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1386 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1387 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1388 m.texmatrix[1] = r_shadow_entitytolight;
1390 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1392 // this final code is shared
1394 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1395 VectorScale(lightcolorbase, colorscale, color2);
1396 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1397 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1399 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1400 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1402 GL_LockArrays(0, 0);
1405 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1408 model_t *model = ent->model;
1411 const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1413 // colorscale accounts for how much we multiply the brightness
1416 // mult is how many times the final pass of the lighting will be
1417 // performed to get more brightness than otherwise possible.
1419 // Limit mult to 64 for sanity sake.
1420 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1422 // 3/2 3D combine path (Geforce3, Radeon 8500)
1423 memset(&m, 0, sizeof(m));
1424 m.pointer_vertex = rsurface_vertex3f;
1425 m.tex[0] = R_GetTexture(normalmaptexture);
1426 m.texcombinergb[0] = GL_REPLACE;
1427 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1428 m.texmatrix[0] = texture->currenttexmatrix;
1429 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1430 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1431 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1432 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1433 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1434 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1435 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1437 GL_ColorMask(0,0,0,1);
1438 GL_BlendFunc(GL_ONE, GL_ZERO);
1439 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1440 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1441 GL_LockArrays(0, 0);
1443 memset(&m, 0, sizeof(m));
1444 m.pointer_vertex = rsurface_vertex3f;
1445 m.tex[0] = R_GetTexture(basetexture);
1446 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1447 m.texmatrix[0] = texture->currenttexmatrix;
1448 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1450 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1451 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1452 m.texmatrix[1] = r_shadow_entitytolight;
1454 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1456 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1458 // 1/2/2 3D combine path (original Radeon)
1459 memset(&m, 0, sizeof(m));
1460 m.pointer_vertex = rsurface_vertex3f;
1461 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1462 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1463 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1465 GL_ColorMask(0,0,0,1);
1466 GL_BlendFunc(GL_ONE, GL_ZERO);
1467 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1468 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1469 GL_LockArrays(0, 0);
1471 memset(&m, 0, sizeof(m));
1472 m.pointer_vertex = rsurface_vertex3f;
1473 m.tex[0] = R_GetTexture(normalmaptexture);
1474 m.texcombinergb[0] = GL_REPLACE;
1475 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1476 m.texmatrix[0] = texture->currenttexmatrix;
1477 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1478 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1479 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1480 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1482 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1483 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1484 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1485 GL_LockArrays(0, 0);
1487 memset(&m, 0, sizeof(m));
1488 m.pointer_vertex = rsurface_vertex3f;
1489 m.tex[0] = R_GetTexture(basetexture);
1490 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1491 m.texmatrix[0] = texture->currenttexmatrix;
1492 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1494 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1495 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1496 m.texmatrix[1] = r_shadow_entitytolight;
1498 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1500 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1502 // 2/2 3D combine path (original Radeon)
1503 memset(&m, 0, sizeof(m));
1504 m.pointer_vertex = rsurface_vertex3f;
1505 m.tex[0] = R_GetTexture(normalmaptexture);
1506 m.texcombinergb[0] = GL_REPLACE;
1507 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1508 m.texmatrix[0] = texture->currenttexmatrix;
1509 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1510 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1511 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1512 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1514 GL_ColorMask(0,0,0,1);
1515 GL_BlendFunc(GL_ONE, GL_ZERO);
1516 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1517 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1518 GL_LockArrays(0, 0);
1520 memset(&m, 0, sizeof(m));
1521 m.pointer_vertex = rsurface_vertex3f;
1522 m.tex[0] = R_GetTexture(basetexture);
1523 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1524 m.texmatrix[0] = texture->currenttexmatrix;
1525 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1526 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1527 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1528 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1530 else if (r_textureunits.integer >= 4)
1532 // 4/2 2D combine path (Geforce3, Radeon 8500)
1533 memset(&m, 0, sizeof(m));
1534 m.pointer_vertex = rsurface_vertex3f;
1535 m.tex[0] = R_GetTexture(normalmaptexture);
1536 m.texcombinergb[0] = GL_REPLACE;
1537 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1538 m.texmatrix[0] = texture->currenttexmatrix;
1539 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1540 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1541 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1542 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1543 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1544 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1545 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1546 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1547 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1548 m.texmatrix[3] = r_shadow_entitytoattenuationz;
1550 GL_ColorMask(0,0,0,1);
1551 GL_BlendFunc(GL_ONE, GL_ZERO);
1552 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1553 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1554 GL_LockArrays(0, 0);
1556 memset(&m, 0, sizeof(m));
1557 m.pointer_vertex = rsurface_vertex3f;
1558 m.tex[0] = R_GetTexture(basetexture);
1559 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1560 m.texmatrix[0] = texture->currenttexmatrix;
1561 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1563 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1564 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1565 m.texmatrix[1] = r_shadow_entitytolight;
1567 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1571 // 2/2/2 2D combine path (any dot3 card)
1572 memset(&m, 0, sizeof(m));
1573 m.pointer_vertex = rsurface_vertex3f;
1574 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1575 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1576 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1577 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1578 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1579 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1581 GL_ColorMask(0,0,0,1);
1582 GL_BlendFunc(GL_ONE, GL_ZERO);
1583 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1584 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1585 GL_LockArrays(0, 0);
1587 memset(&m, 0, sizeof(m));
1588 m.pointer_vertex = rsurface_vertex3f;
1589 m.tex[0] = R_GetTexture(normalmaptexture);
1590 m.texcombinergb[0] = GL_REPLACE;
1591 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1592 m.texmatrix[0] = texture->currenttexmatrix;
1593 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1594 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1595 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1596 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1598 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1599 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1600 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1601 GL_LockArrays(0, 0);
1603 memset(&m, 0, sizeof(m));
1604 m.pointer_vertex = rsurface_vertex3f;
1605 m.tex[0] = R_GetTexture(basetexture);
1606 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1607 m.texmatrix[0] = texture->currenttexmatrix;
1608 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1610 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1611 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1612 m.texmatrix[1] = r_shadow_entitytolight;
1614 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1616 // this final code is shared
1618 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1619 VectorScale(lightcolorbase, colorscale, color2);
1620 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1621 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1623 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1624 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1626 GL_LockArrays(0, 0);
1629 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
1632 model_t *model = ent->model;
1635 const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1636 // FIXME: detect blendsquare!
1637 //if (!gl_support_blendsquare)
1640 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1642 // 2/0/0/1/2 3D combine blendsquare path
1643 memset(&m, 0, sizeof(m));
1644 m.pointer_vertex = rsurface_vertex3f;
1645 m.tex[0] = R_GetTexture(normalmaptexture);
1646 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1647 m.texmatrix[0] = texture->currenttexmatrix;
1648 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1649 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1650 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1651 R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
1653 GL_ColorMask(0,0,0,1);
1654 // this squares the result
1655 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1656 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1657 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1658 GL_LockArrays(0, 0);
1660 memset(&m, 0, sizeof(m));
1661 m.pointer_vertex = rsurface_vertex3f;
1663 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1664 // square alpha in framebuffer a few times to make it shiny
1665 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1666 // these comments are a test run through this math for intensity 0.5
1667 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1668 // 0.25 * 0.25 = 0.0625 (this is another pass)
1669 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1670 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1671 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1672 GL_LockArrays(0, 0);
1674 memset(&m, 0, sizeof(m));
1675 m.pointer_vertex = rsurface_vertex3f;
1676 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1677 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1678 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1680 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1681 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1682 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1683 GL_LockArrays(0, 0);
1685 memset(&m, 0, sizeof(m));
1686 m.pointer_vertex = rsurface_vertex3f;
1687 m.tex[0] = R_GetTexture(glosstexture);
1688 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1689 m.texmatrix[0] = texture->currenttexmatrix;
1690 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1692 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1693 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1694 m.texmatrix[1] = r_shadow_entitytolight;
1696 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1698 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1700 // 2/0/0/2 3D combine blendsquare path
1701 memset(&m, 0, sizeof(m));
1702 m.pointer_vertex = rsurface_vertex3f;
1703 m.tex[0] = R_GetTexture(normalmaptexture);
1704 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1705 m.texmatrix[0] = texture->currenttexmatrix;
1706 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1707 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1708 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1709 R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
1711 GL_ColorMask(0,0,0,1);
1712 // this squares the result
1713 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1714 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1715 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1716 GL_LockArrays(0, 0);
1718 memset(&m, 0, sizeof(m));
1719 m.pointer_vertex = rsurface_vertex3f;
1721 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1722 // square alpha in framebuffer a few times to make it shiny
1723 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1724 // these comments are a test run through this math for intensity 0.5
1725 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1726 // 0.25 * 0.25 = 0.0625 (this is another pass)
1727 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1728 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1729 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1730 GL_LockArrays(0, 0);
1732 memset(&m, 0, sizeof(m));
1733 m.pointer_vertex = rsurface_vertex3f;
1734 m.tex[0] = R_GetTexture(glosstexture);
1735 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1736 m.texmatrix[0] = texture->currenttexmatrix;
1737 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1738 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1739 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1740 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1744 // 2/0/0/2/2 2D combine blendsquare path
1745 memset(&m, 0, sizeof(m));
1746 m.pointer_vertex = rsurface_vertex3f;
1747 m.tex[0] = R_GetTexture(normalmaptexture);
1748 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1749 m.texmatrix[0] = texture->currenttexmatrix;
1750 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1751 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1752 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1753 R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
1755 GL_ColorMask(0,0,0,1);
1756 // this squares the result
1757 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1758 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1759 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1760 GL_LockArrays(0, 0);
1762 memset(&m, 0, sizeof(m));
1763 m.pointer_vertex = rsurface_vertex3f;
1765 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1766 // square alpha in framebuffer a few times to make it shiny
1767 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1768 // these comments are a test run through this math for intensity 0.5
1769 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1770 // 0.25 * 0.25 = 0.0625 (this is another pass)
1771 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1772 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1773 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1774 GL_LockArrays(0, 0);
1776 memset(&m, 0, sizeof(m));
1777 m.pointer_vertex = rsurface_vertex3f;
1778 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1779 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1780 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1781 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1782 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1783 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1785 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1786 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1787 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1788 GL_LockArrays(0, 0);
1790 memset(&m, 0, sizeof(m));
1791 m.pointer_vertex = rsurface_vertex3f;
1792 m.tex[0] = R_GetTexture(glosstexture);
1793 m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
1794 m.texmatrix[0] = texture->currenttexmatrix;
1795 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1797 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1798 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1799 m.texmatrix[1] = r_shadow_entitytolight;
1801 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1804 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1805 VectorScale(lightcolorbase, colorscale, color2);
1806 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1807 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1809 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1810 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1812 GL_LockArrays(0, 0);
1815 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1817 // ARB path (any Geforce, any Radeon)
1818 int surfacelistindex;
1819 qboolean doambient = r_shadow_rtlight->ambientscale > 0;
1820 qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
1821 qboolean dospecular = specularscale > 0;
1822 if (!doambient && !dodiffuse && !dospecular)
1824 RSurf_SetPointersForPass(false, true);
1825 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1827 const msurface_t *surface = surfacelist[surfacelistindex];
1828 if (rsurface_dynamicvertex)
1829 RSurf_PrepareDynamicSurfaceVertices(surface);
1831 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
1833 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
1837 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
1839 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
1844 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
1846 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
1849 R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
1853 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
1856 const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1857 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
1858 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
1863 // due to low fillrate on the cards this vertex lighting path is
1864 // designed for, we manually cull all triangles that do not
1865 // contain a lit vertex
1868 int newnumtriangles;
1870 int newelements[3072];
1872 newnumtriangles = 0;
1874 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
1876 if (newnumtriangles >= 1024)
1878 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1879 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
1880 GL_LockArrays(0, 0);
1881 newnumtriangles = 0;
1884 if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
1894 if (newnumtriangles >= 1)
1896 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1897 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
1898 GL_LockArrays(0, 0);
1904 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
1905 if (VectorLength2(c))
1909 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1910 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1911 GL_LockArrays(0, 0);
1913 // now reduce the intensity for the next overbright pass
1914 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
1916 c[0] = max(0, c[0] - 1);
1917 c[1] = max(0, c[1] - 1);
1918 c[2] = max(0, c[2] - 1);
1923 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1925 int surfacelistindex;
1926 model_t *model = ent->model;
1927 float ambientcolorbase[3], diffusecolorbase[3];
1928 float ambientcolorpants[3], diffusecolorpants[3];
1929 float ambientcolorshirt[3], diffusecolorshirt[3];
1931 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase);
1932 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase);
1933 VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants);
1934 VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants);
1935 VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
1936 VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
1937 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1938 memset(&m, 0, sizeof(m));
1939 m.tex[0] = R_GetTexture(basetexture);
1940 if (r_textureunits.integer >= 2)
1943 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1944 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1945 if (r_textureunits.integer >= 3)
1947 // Geforce3/Radeon class but not using dot3
1948 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1949 m.texmatrix[2] = r_shadow_entitytoattenuationz;
1952 m.pointer_color = rsurface_array_color4f;
1954 RSurf_SetPointersForPass(true, false);
1955 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1957 const msurface_t *surface = surfacelist[surfacelistindex];
1958 if (rsurface_dynamicvertex)
1959 RSurf_PrepareDynamicSurfaceVertices(surface);
1960 // OpenGL 1.1 path (anything)
1961 R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
1962 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1963 if (r_textureunits.integer >= 2)
1966 R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
1967 if (r_textureunits.integer >= 3)
1969 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
1970 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
1973 R_Mesh_TexBind(0, R_GetTexture(basetexture));
1974 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorbase, ambientcolorbase);
1977 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
1978 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorpants, ambientcolorpants);
1982 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
1983 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorshirt, ambientcolorshirt);
1988 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist)
1990 // FIXME: support MATERIALFLAG_NODEPTHTEST
1991 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
1992 // calculate colors to render this texture with
1993 lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
1994 lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
1995 lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
1996 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
1998 if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
1999 qglDisable(GL_CULL_FACE);
2001 qglEnable(GL_CULL_FACE);
2002 RSurf_PrepareForBatch(ent, texture, r_shadow_entityeyeorigin);
2003 if (texture->colormapping)
2005 qboolean dopants = texture->skin.pants != NULL && VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f);
2006 qboolean doshirt = texture->skin.shirt != NULL && VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2009 lightcolorpants[0] = lightcolorbase[0] * ent->colormap_pantscolor[0];
2010 lightcolorpants[1] = lightcolorbase[1] * ent->colormap_pantscolor[1];
2011 lightcolorpants[2] = lightcolorbase[2] * ent->colormap_pantscolor[2];
2014 VectorClear(lightcolorpants);
2017 lightcolorshirt[0] = lightcolorbase[0] * ent->colormap_shirtcolor[0];
2018 lightcolorshirt[1] = lightcolorbase[1] * ent->colormap_shirtcolor[1];
2019 lightcolorshirt[2] = lightcolorbase[2] * ent->colormap_shirtcolor[2];
2022 VectorClear(lightcolorshirt);
2023 switch (r_shadow_rendermode)
2025 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2026 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
2028 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2029 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
2031 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2032 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
2034 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2035 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
2038 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2044 switch (r_shadow_rendermode)
2046 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2047 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
2049 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2050 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
2052 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2053 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
2055 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2056 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
2059 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2065 void R_RTLight_Update(dlight_t *light, int isstatic)
2069 rtlight_t *rtlight = &light->rtlight;
2070 R_RTLight_Uncompile(rtlight);
2071 memset(rtlight, 0, sizeof(*rtlight));
2073 VectorCopy(light->origin, rtlight->shadoworigin);
2074 VectorCopy(light->color, rtlight->color);
2075 rtlight->radius = light->radius;
2076 //rtlight->cullradius = rtlight->radius;
2077 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2078 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2079 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2080 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2081 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2082 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2083 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2084 rtlight->cubemapname[0] = 0;
2085 if (light->cubemapname[0])
2086 strcpy(rtlight->cubemapname, light->cubemapname);
2087 else if (light->cubemapnum > 0)
2088 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2089 rtlight->shadow = light->shadow;
2090 rtlight->corona = light->corona;
2091 rtlight->style = light->style;
2092 rtlight->isstatic = isstatic;
2093 rtlight->coronasizescale = light->coronasizescale;
2094 rtlight->ambientscale = light->ambientscale;
2095 rtlight->diffusescale = light->diffusescale;
2096 rtlight->specularscale = light->specularscale;
2097 rtlight->flags = light->flags;
2098 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2099 // ConcatScale won't work here because this needs to scale rotate and
2100 // translate, not just rotate
2101 scale = 1.0f / rtlight->radius;
2102 for (k = 0;k < 3;k++)
2103 for (j = 0;j < 4;j++)
2104 rtlight->matrix_worldtolight.m[k][j] *= scale;
2107 // compiles rtlight geometry
2108 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2109 void R_RTLight_Compile(rtlight_t *rtlight)
2111 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2112 entity_render_t *ent = r_refdef.worldentity;
2113 model_t *model = r_refdef.worldmodel;
2114 unsigned char *data;
2116 // compile the light
2117 rtlight->compiled = true;
2118 rtlight->static_numleafs = 0;
2119 rtlight->static_numleafpvsbytes = 0;
2120 rtlight->static_leaflist = NULL;
2121 rtlight->static_leafpvs = NULL;
2122 rtlight->static_numsurfaces = 0;
2123 rtlight->static_surfacelist = NULL;
2124 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2125 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2126 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2127 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2128 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2129 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2131 if (model && model->GetLightInfo)
2133 // this variable must be set for the CompileShadowVolume code
2134 r_shadow_compilingrtlight = rtlight;
2135 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2136 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);
2137 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2138 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2139 rtlight->static_numleafs = numleafs;
2140 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2141 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2142 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2143 rtlight->static_numsurfaces = numsurfaces;
2144 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2146 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2147 if (numleafpvsbytes)
2148 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2150 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2151 if (model->CompileShadowVolume && rtlight->shadow)
2152 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2153 // now we're done compiling the rtlight
2154 r_shadow_compilingrtlight = NULL;
2158 // use smallest available cullradius - box radius or light radius
2159 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2160 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2164 if (rtlight->static_meshchain_shadow)
2167 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2170 shadowtris += mesh->numtriangles;
2174 if (developer.integer >= 10)
2175 Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2178 void R_RTLight_Uncompile(rtlight_t *rtlight)
2180 if (rtlight->compiled)
2182 if (rtlight->static_meshchain_shadow)
2183 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2184 rtlight->static_meshchain_shadow = NULL;
2185 // these allocations are grouped
2186 if (rtlight->static_leaflist)
2187 Mem_Free(rtlight->static_leaflist);
2188 rtlight->static_numleafs = 0;
2189 rtlight->static_numleafpvsbytes = 0;
2190 rtlight->static_leaflist = NULL;
2191 rtlight->static_leafpvs = NULL;
2192 rtlight->static_numsurfaces = 0;
2193 rtlight->static_surfacelist = NULL;
2194 rtlight->compiled = false;
2198 void R_Shadow_UncompileWorldLights(void)
2201 for (light = r_shadow_worldlightchain;light;light = light->next)
2202 R_RTLight_Uncompile(&light->rtlight);
2205 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2207 model_t *model = ent->model;
2208 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2209 vec_t relativeshadowradius;
2210 if (ent == r_refdef.worldentity)
2212 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2215 R_Mesh_Matrix(&ent->matrix);
2216 for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2218 renderstats.lights_shadowtriangles += mesh->numtriangles;
2219 R_Mesh_VertexPointer(mesh->vertex3f);
2220 GL_LockArrays(0, mesh->numverts);
2221 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2223 // decrement stencil if backface is behind depthbuffer
2224 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2225 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2226 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2227 // increment stencil if frontface is behind depthbuffer
2228 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2229 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2231 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2232 GL_LockArrays(0, 0);
2235 else if (numsurfaces)
2237 R_Mesh_Matrix(&ent->matrix);
2238 model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2243 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2244 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2245 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2246 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2247 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2248 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2249 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2250 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2251 R_Mesh_Matrix(&ent->matrix);
2252 model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2256 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2258 // set up properties for rendering light onto this entity
2259 Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2260 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2261 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2262 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2263 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2264 R_Mesh_Matrix(&ent->matrix);
2267 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2269 model_t *model = ent->model;
2270 if (!model->DrawLight)
2272 R_Shadow_SetupEntityLight(ent);
2273 if (ent == r_refdef.worldentity)
2274 model->DrawLight(ent, numsurfaces, surfacelist);
2276 model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist);
2279 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2283 int numleafs, numsurfaces;
2284 int *leaflist, *surfacelist;
2285 unsigned char *leafpvs;
2286 int numlightentities;
2287 int numshadowentities;
2288 entity_render_t *lightentities[MAX_EDICTS];
2289 entity_render_t *shadowentities[MAX_EDICTS];
2291 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2292 // skip lights that are basically invisible (color 0 0 0)
2293 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2296 // loading is done before visibility checks because loading should happen
2297 // all at once at the start of a level, not when it stalls gameplay.
2298 // (especially important to benchmarks)
2300 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2301 R_RTLight_Compile(rtlight);
2303 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2305 // look up the light style value at this time
2306 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2307 VectorScale(rtlight->color, f, rtlight->currentcolor);
2309 if (rtlight->selected)
2311 f = 2 + sin(realtime * M_PI * 4.0);
2312 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2316 // if lightstyle is currently off, don't draw the light
2317 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2320 // if the light box is offscreen, skip it
2321 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2324 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2326 // compiled light, world available and can receive realtime lighting
2327 // retrieve leaf information
2328 numleafs = rtlight->static_numleafs;
2329 leaflist = rtlight->static_leaflist;
2330 leafpvs = rtlight->static_leafpvs;
2331 numsurfaces = rtlight->static_numsurfaces;
2332 surfacelist = rtlight->static_surfacelist;
2334 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2336 // dynamic light, world available and can receive realtime lighting
2337 // calculate lit surfaces and leafs
2338 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2339 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2340 leaflist = r_shadow_buffer_leaflist;
2341 leafpvs = r_shadow_buffer_leafpvs;
2342 surfacelist = r_shadow_buffer_surfacelist;
2343 // if the reduced leaf bounds are offscreen, skip it
2344 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2356 // check if light is illuminating any visible leafs
2359 for (i = 0;i < numleafs;i++)
2360 if (r_worldleafvisible[leaflist[i]])
2365 // set up a scissor rectangle for this light
2366 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2369 // make a list of lit entities and shadow casting entities
2370 numlightentities = 0;
2371 numshadowentities = 0;
2372 // don't count the world unless some surfaces are actually lit
2375 lightentities[numlightentities++] = r_refdef.worldentity;
2376 shadowentities[numshadowentities++] = r_refdef.worldentity;
2378 // add dynamic entities that are lit by the light
2379 if (r_drawentities.integer)
2381 for (i = 0;i < r_refdef.numentities;i++)
2384 entity_render_t *ent = r_refdef.entities[i];
2385 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2386 && (model = ent->model)
2387 && !(ent->flags & RENDER_TRANSPARENT)
2388 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2390 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2391 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2392 shadowentities[numshadowentities++] = ent;
2393 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && model->DrawLight)
2394 lightentities[numlightentities++] = ent;
2399 // return if there's nothing at all to light
2400 if (!numlightentities)
2403 // don't let sound skip if going slow
2404 if (r_refdef.extraupdate)
2407 // make this the active rtlight for rendering purposes
2408 R_Shadow_RenderMode_ActiveLight(rtlight);
2409 // count this light in the r_speeds
2410 renderstats.lights++;
2413 if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2415 // draw stencil shadow volumes to mask off pixels that are in shadow
2416 // so that they won't receive lighting
2420 R_Shadow_RenderMode_StencilShadowVolumes();
2421 for (i = 0;i < numshadowentities;i++)
2422 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2425 // optionally draw visible shape of the shadow volumes
2426 // for performance analysis by level designers
2427 if (r_showshadowvolumes.integer)
2429 R_Shadow_RenderMode_VisibleShadowVolumes();
2430 for (i = 0;i < numshadowentities;i++)
2431 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2435 if (numlightentities)
2437 // draw lighting in the unmasked areas
2438 R_Shadow_RenderMode_Lighting(usestencil, false);
2439 for (i = 0;i < numlightentities;i++)
2440 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2442 // optionally draw the illuminated areas
2443 // for performance analysis by level designers
2444 if (r_showlighting.integer)
2446 R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
2447 for (i = 0;i < numlightentities;i++)
2448 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2453 void R_ShadowVolumeLighting(qboolean visible)
2458 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2459 R_Shadow_EditLights_Reload_f();
2461 R_Shadow_RenderMode_Begin();
2463 flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2464 if (r_shadow_debuglight.integer >= 0)
2466 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2467 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2468 R_DrawRTLight(&light->rtlight, visible);
2471 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2472 if (light->flags & flag)
2473 R_DrawRTLight(&light->rtlight, visible);
2475 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
2476 R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
2478 R_Shadow_RenderMode_End();
2481 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2482 typedef struct suffixinfo_s
2485 qboolean flipx, flipy, flipdiagonal;
2488 static suffixinfo_t suffix[3][6] =
2491 {"px", false, false, false},
2492 {"nx", false, false, false},
2493 {"py", false, false, false},
2494 {"ny", false, false, false},
2495 {"pz", false, false, false},
2496 {"nz", false, false, false}
2499 {"posx", false, false, false},
2500 {"negx", false, false, false},
2501 {"posy", false, false, false},
2502 {"negy", false, false, false},
2503 {"posz", false, false, false},
2504 {"negz", false, false, false}
2507 {"rt", true, false, true},
2508 {"lf", false, true, true},
2509 {"ft", true, true, false},
2510 {"bk", false, false, false},
2511 {"up", true, false, true},
2512 {"dn", true, false, true}
2516 static int componentorder[4] = {0, 1, 2, 3};
2518 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2520 int i, j, cubemapsize;
2521 unsigned char *cubemappixels, *image_rgba;
2522 rtexture_t *cubemaptexture;
2524 // must start 0 so the first loadimagepixels has no requested width/height
2526 cubemappixels = NULL;
2527 cubemaptexture = NULL;
2528 // keep trying different suffix groups (posx, px, rt) until one loads
2529 for (j = 0;j < 3 && !cubemappixels;j++)
2531 // load the 6 images in the suffix group
2532 for (i = 0;i < 6;i++)
2534 // generate an image name based on the base and and suffix
2535 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2537 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2539 // an image loaded, make sure width and height are equal
2540 if (image_width == image_height)
2542 // if this is the first image to load successfully, allocate the cubemap memory
2543 if (!cubemappixels && image_width >= 1)
2545 cubemapsize = image_width;
2546 // note this clears to black, so unavailable sides are black
2547 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2549 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2551 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2554 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2556 Mem_Free(image_rgba);
2560 // if a cubemap loaded, upload it
2563 if (!r_shadow_filters_texturepool)
2564 r_shadow_filters_texturepool = R_AllocTexturePool();
2565 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2566 Mem_Free(cubemappixels);
2570 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2571 for (j = 0;j < 3;j++)
2572 for (i = 0;i < 6;i++)
2573 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2574 Con_Print(" and was unable to find any of them.\n");
2576 return cubemaptexture;
2579 rtexture_t *R_Shadow_Cubemap(const char *basename)
2582 for (i = 0;i < numcubemaps;i++)
2583 if (!strcasecmp(cubemaps[i].basename, basename))
2584 return cubemaps[i].texture;
2585 if (i >= MAX_CUBEMAPS)
2586 return r_texture_whitecube;
2588 strcpy(cubemaps[i].basename, basename);
2589 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
2590 if (!cubemaps[i].texture)
2591 cubemaps[i].texture = r_texture_whitecube;
2592 return cubemaps[i].texture;
2595 void R_Shadow_FreeCubemaps(void)
2598 R_FreeTexturePool(&r_shadow_filters_texturepool);
2601 dlight_t *R_Shadow_NewWorldLight(void)
2604 light = (dlight_t *)Mem_Alloc(r_main_mempool, sizeof(dlight_t));
2605 light->next = r_shadow_worldlightchain;
2606 r_shadow_worldlightchain = light;
2610 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)
2612 VectorCopy(origin, light->origin);
2613 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
2614 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
2615 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
2616 light->color[0] = max(color[0], 0);
2617 light->color[1] = max(color[1], 0);
2618 light->color[2] = max(color[2], 0);
2619 light->radius = max(radius, 0);
2620 light->style = style;
2621 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
2623 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
2626 light->shadow = shadowenable;
2627 light->corona = corona;
2630 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
2631 light->coronasizescale = coronasizescale;
2632 light->ambientscale = ambientscale;
2633 light->diffusescale = diffusescale;
2634 light->specularscale = specularscale;
2635 light->flags = flags;
2636 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
2638 R_RTLight_Update(light, true);
2641 void R_Shadow_FreeWorldLight(dlight_t *light)
2643 dlight_t **lightpointer;
2644 R_RTLight_Uncompile(&light->rtlight);
2645 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
2646 if (*lightpointer != light)
2647 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
2648 *lightpointer = light->next;
2652 void R_Shadow_ClearWorldLights(void)
2654 while (r_shadow_worldlightchain)
2655 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
2656 r_shadow_selectedlight = NULL;
2657 R_Shadow_FreeCubemaps();
2660 void R_Shadow_SelectLight(dlight_t *light)
2662 if (r_shadow_selectedlight)
2663 r_shadow_selectedlight->selected = false;
2664 r_shadow_selectedlight = light;
2665 if (r_shadow_selectedlight)
2666 r_shadow_selectedlight->selected = true;
2669 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
2671 float scale = r_editlights_cursorgrid.value * 0.5f;
2672 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
2675 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
2678 const dlight_t *light = (dlight_t *)ent;
2680 if (light->selected)
2681 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
2684 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacenumber]->tex, NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
2687 void R_Shadow_DrawLightSprites(void)
2692 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
2693 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 1+(i % 5), &light->rtlight);
2694 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
2697 void R_Shadow_SelectLightInView(void)
2699 float bestrating, rating, temp[3];
2700 dlight_t *best, *light;
2703 for (light = r_shadow_worldlightchain;light;light = light->next)
2705 VectorSubtract(light->origin, r_vieworigin, temp);
2706 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
2709 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
2710 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
2712 bestrating = rating;
2717 R_Shadow_SelectLight(best);
2720 void R_Shadow_LoadWorldLights(void)
2722 int n, a, style, shadow, flags;
2723 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
2724 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
2725 if (r_refdef.worldmodel == NULL)
2727 Con_Print("No map loaded.\n");
2730 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2731 strlcat (name, ".rtlights", sizeof (name));
2732 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
2742 for (;COM_Parse(t, true) && strcmp(
2743 if (COM_Parse(t, true))
2745 if (com_token[0] == '!')
2748 origin[0] = atof(com_token+1);
2751 origin[0] = atof(com_token);
2756 while (*s && *s != '\n' && *s != '\r')
2762 // check for modifier flags
2769 a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
2772 flags = LIGHTFLAG_REALTIMEMODE;
2780 coronasizescale = 0.25f;
2782 VectorClear(angles);
2785 if (a < 9 || !strcmp(cubemapname, "\"\""))
2787 // remove quotes on cubemapname
2788 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
2790 cubemapname[strlen(cubemapname)-1] = 0;
2791 strcpy(cubemapname, cubemapname + 1);
2795 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);
2798 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
2806 Con_Printf("invalid rtlights file \"%s\"\n", name);
2807 Mem_Free(lightsstring);
2811 void R_Shadow_SaveWorldLights(void)
2814 size_t bufchars, bufmaxchars;
2816 char name[MAX_QPATH];
2817 char line[MAX_INPUTLINE];
2818 if (!r_shadow_worldlightchain)
2820 if (r_refdef.worldmodel == NULL)
2822 Con_Print("No map loaded.\n");
2825 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2826 strlcat (name, ".rtlights", sizeof (name));
2827 bufchars = bufmaxchars = 0;
2829 for (light = r_shadow_worldlightchain;light;light = light->next)
2831 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
2832 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
2833 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
2834 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
2836 sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
2837 if (bufchars + strlen(line) > bufmaxchars)
2839 bufmaxchars = bufchars + strlen(line) + 2048;
2841 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
2845 memcpy(buf, oldbuf, bufchars);
2851 memcpy(buf + bufchars, line, strlen(line));
2852 bufchars += strlen(line);
2856 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
2861 void R_Shadow_LoadLightsFile(void)
2864 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
2865 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
2866 if (r_refdef.worldmodel == NULL)
2868 Con_Print("No map loaded.\n");
2871 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2872 strlcat (name, ".lights", sizeof (name));
2873 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
2881 while (*s && *s != '\n' && *s != '\r')
2887 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);
2891 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);
2894 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
2895 radius = bound(15, radius, 4096);
2896 VectorScale(color, (2.0f / (8388608.0f)), color);
2897 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
2905 Con_Printf("invalid lights file \"%s\"\n", name);
2906 Mem_Free(lightsstring);
2910 // tyrlite/hmap2 light types in the delay field
2911 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
2913 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
2915 int entnum, style, islight, skin, pflags, effects, type, n;
2918 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
2919 char key[256], value[MAX_INPUTLINE];
2921 if (r_refdef.worldmodel == NULL)
2923 Con_Print("No map loaded.\n");
2926 // try to load a .ent file first
2927 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
2928 strlcat (key, ".ent", sizeof (key));
2929 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
2930 // and if that is not found, fall back to the bsp file entity string
2932 data = r_refdef.worldmodel->brush.entities;
2935 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
2937 type = LIGHTTYPE_MINUSX;
2938 origin[0] = origin[1] = origin[2] = 0;
2939 originhack[0] = originhack[1] = originhack[2] = 0;
2940 angles[0] = angles[1] = angles[2] = 0;
2941 color[0] = color[1] = color[2] = 1;
2942 light[0] = light[1] = light[2] = 1;light[3] = 300;
2943 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
2953 if (!COM_ParseToken(&data, false))
2955 if (com_token[0] == '}')
2956 break; // end of entity
2957 if (com_token[0] == '_')
2958 strcpy(key, com_token + 1);
2960 strcpy(key, com_token);
2961 while (key[strlen(key)-1] == ' ') // remove trailing spaces
2962 key[strlen(key)-1] = 0;
2963 if (!COM_ParseToken(&data, false))
2965 strcpy(value, com_token);
2967 // now that we have the key pair worked out...
2968 if (!strcmp("light", key))
2970 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
2974 light[0] = vec[0] * (1.0f / 256.0f);
2975 light[1] = vec[0] * (1.0f / 256.0f);
2976 light[2] = vec[0] * (1.0f / 256.0f);
2982 light[0] = vec[0] * (1.0f / 255.0f);
2983 light[1] = vec[1] * (1.0f / 255.0f);
2984 light[2] = vec[2] * (1.0f / 255.0f);
2988 else if (!strcmp("delay", key))
2990 else if (!strcmp("origin", key))
2991 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
2992 else if (!strcmp("angle", key))
2993 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
2994 else if (!strcmp("angles", key))
2995 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
2996 else if (!strcmp("color", key))
2997 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
2998 else if (!strcmp("wait", key))
2999 fadescale = atof(value);
3000 else if (!strcmp("classname", key))
3002 if (!strncmp(value, "light", 5))
3005 if (!strcmp(value, "light_fluoro"))
3010 overridecolor[0] = 1;
3011 overridecolor[1] = 1;
3012 overridecolor[2] = 1;
3014 if (!strcmp(value, "light_fluorospark"))
3019 overridecolor[0] = 1;
3020 overridecolor[1] = 1;
3021 overridecolor[2] = 1;
3023 if (!strcmp(value, "light_globe"))
3028 overridecolor[0] = 1;
3029 overridecolor[1] = 0.8;
3030 overridecolor[2] = 0.4;
3032 if (!strcmp(value, "light_flame_large_yellow"))
3037 overridecolor[0] = 1;
3038 overridecolor[1] = 0.5;
3039 overridecolor[2] = 0.1;
3041 if (!strcmp(value, "light_flame_small_yellow"))
3046 overridecolor[0] = 1;
3047 overridecolor[1] = 0.5;
3048 overridecolor[2] = 0.1;
3050 if (!strcmp(value, "light_torch_small_white"))
3055 overridecolor[0] = 1;
3056 overridecolor[1] = 0.5;
3057 overridecolor[2] = 0.1;
3059 if (!strcmp(value, "light_torch_small_walltorch"))
3064 overridecolor[0] = 1;
3065 overridecolor[1] = 0.5;
3066 overridecolor[2] = 0.1;
3070 else if (!strcmp("style", key))
3071 style = atoi(value);
3072 else if (!strcmp("skin", key))
3073 skin = (int)atof(value);
3074 else if (!strcmp("pflags", key))
3075 pflags = (int)atof(value);
3076 else if (!strcmp("effects", key))
3077 effects = (int)atof(value);
3078 else if (r_refdef.worldmodel->type == mod_brushq3)
3080 if (!strcmp("scale", key))
3081 lightscale = atof(value);
3082 if (!strcmp("fade", key))
3083 fadescale = atof(value);
3088 if (lightscale <= 0)
3092 if (color[0] == color[1] && color[0] == color[2])
3094 color[0] *= overridecolor[0];
3095 color[1] *= overridecolor[1];
3096 color[2] *= overridecolor[2];
3098 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3099 color[0] = color[0] * light[0];
3100 color[1] = color[1] * light[1];
3101 color[2] = color[2] * light[2];
3104 case LIGHTTYPE_MINUSX:
3106 case LIGHTTYPE_RECIPX:
3108 VectorScale(color, (1.0f / 16.0f), color);
3110 case LIGHTTYPE_RECIPXX:
3112 VectorScale(color, (1.0f / 16.0f), color);
3115 case LIGHTTYPE_NONE:
3119 case LIGHTTYPE_MINUSXX:
3122 VectorAdd(origin, originhack, origin);
3124 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);
3127 Mem_Free(entfiledata);
3131 void R_Shadow_SetCursorLocationForView(void)
3134 vec3_t dest, endpos;
3136 VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3137 trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3138 if (trace.fraction < 1)
3140 dist = trace.fraction * r_editlights_cursordistance.value;
3141 push = r_editlights_cursorpushback.value;
3145 VectorMA(trace.endpos, push, r_viewforward, endpos);
3146 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3150 VectorClear( endpos );
3152 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3153 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3154 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3157 void R_Shadow_UpdateWorldLightSelection(void)
3159 if (r_editlights.integer)
3161 R_Shadow_SetCursorLocationForView();
3162 R_Shadow_SelectLightInView();
3163 R_Shadow_DrawLightSprites();
3166 R_Shadow_SelectLight(NULL);
3169 void R_Shadow_EditLights_Clear_f(void)
3171 R_Shadow_ClearWorldLights();
3174 void R_Shadow_EditLights_Reload_f(void)
3176 if (!r_refdef.worldmodel)
3178 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3179 R_Shadow_ClearWorldLights();
3180 R_Shadow_LoadWorldLights();
3181 if (r_shadow_worldlightchain == NULL)
3183 R_Shadow_LoadLightsFile();
3184 if (r_shadow_worldlightchain == NULL)
3185 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3189 void R_Shadow_EditLights_Save_f(void)
3191 if (!r_refdef.worldmodel)
3193 R_Shadow_SaveWorldLights();
3196 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3198 R_Shadow_ClearWorldLights();
3199 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3202 void R_Shadow_EditLights_ImportLightsFile_f(void)
3204 R_Shadow_ClearWorldLights();
3205 R_Shadow_LoadLightsFile();
3208 void R_Shadow_EditLights_Spawn_f(void)
3211 if (!r_editlights.integer)
3213 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3216 if (Cmd_Argc() != 1)
3218 Con_Print("r_editlights_spawn does not take parameters\n");
3221 color[0] = color[1] = color[2] = 1;
3222 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3225 void R_Shadow_EditLights_Edit_f(void)
3227 vec3_t origin, angles, color;
3228 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3229 int style, shadows, flags, normalmode, realtimemode;
3230 char cubemapname[MAX_INPUTLINE];
3231 if (!r_editlights.integer)
3233 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3236 if (!r_shadow_selectedlight)
3238 Con_Print("No selected light.\n");
3241 VectorCopy(r_shadow_selectedlight->origin, origin);
3242 VectorCopy(r_shadow_selectedlight->angles, angles);
3243 VectorCopy(r_shadow_selectedlight->color, color);
3244 radius = r_shadow_selectedlight->radius;
3245 style = r_shadow_selectedlight->style;
3246 if (r_shadow_selectedlight->cubemapname)
3247 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3250 shadows = r_shadow_selectedlight->shadow;
3251 corona = r_shadow_selectedlight->corona;
3252 coronasizescale = r_shadow_selectedlight->coronasizescale;
3253 ambientscale = r_shadow_selectedlight->ambientscale;
3254 diffusescale = r_shadow_selectedlight->diffusescale;
3255 specularscale = r_shadow_selectedlight->specularscale;
3256 flags = r_shadow_selectedlight->flags;
3257 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3258 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3259 if (!strcmp(Cmd_Argv(1), "origin"))
3261 if (Cmd_Argc() != 5)
3263 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3266 origin[0] = atof(Cmd_Argv(2));
3267 origin[1] = atof(Cmd_Argv(3));
3268 origin[2] = atof(Cmd_Argv(4));
3270 else if (!strcmp(Cmd_Argv(1), "originx"))
3272 if (Cmd_Argc() != 3)
3274 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3277 origin[0] = atof(Cmd_Argv(2));
3279 else if (!strcmp(Cmd_Argv(1), "originy"))
3281 if (Cmd_Argc() != 3)
3283 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3286 origin[1] = atof(Cmd_Argv(2));
3288 else if (!strcmp(Cmd_Argv(1), "originz"))
3290 if (Cmd_Argc() != 3)
3292 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3295 origin[2] = atof(Cmd_Argv(2));
3297 else if (!strcmp(Cmd_Argv(1), "move"))
3299 if (Cmd_Argc() != 5)
3301 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3304 origin[0] += atof(Cmd_Argv(2));
3305 origin[1] += atof(Cmd_Argv(3));
3306 origin[2] += atof(Cmd_Argv(4));
3308 else if (!strcmp(Cmd_Argv(1), "movex"))
3310 if (Cmd_Argc() != 3)
3312 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3315 origin[0] += atof(Cmd_Argv(2));
3317 else if (!strcmp(Cmd_Argv(1), "movey"))
3319 if (Cmd_Argc() != 3)
3321 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3324 origin[1] += atof(Cmd_Argv(2));
3326 else if (!strcmp(Cmd_Argv(1), "movez"))
3328 if (Cmd_Argc() != 3)
3330 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3333 origin[2] += atof(Cmd_Argv(2));
3335 else if (!strcmp(Cmd_Argv(1), "angles"))
3337 if (Cmd_Argc() != 5)
3339 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3342 angles[0] = atof(Cmd_Argv(2));
3343 angles[1] = atof(Cmd_Argv(3));
3344 angles[2] = atof(Cmd_Argv(4));
3346 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3348 if (Cmd_Argc() != 3)
3350 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3353 angles[0] = atof(Cmd_Argv(2));
3355 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3357 if (Cmd_Argc() != 3)
3359 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3362 angles[1] = atof(Cmd_Argv(2));
3364 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3366 if (Cmd_Argc() != 3)
3368 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3371 angles[2] = atof(Cmd_Argv(2));
3373 else if (!strcmp(Cmd_Argv(1), "color"))
3375 if (Cmd_Argc() != 5)
3377 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3380 color[0] = atof(Cmd_Argv(2));
3381 color[1] = atof(Cmd_Argv(3));
3382 color[2] = atof(Cmd_Argv(4));
3384 else if (!strcmp(Cmd_Argv(1), "radius"))
3386 if (Cmd_Argc() != 3)
3388 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3391 radius = atof(Cmd_Argv(2));
3393 else if (!strcmp(Cmd_Argv(1), "colorscale"))
3395 if (Cmd_Argc() == 3)
3397 double scale = atof(Cmd_Argv(2));
3404 if (Cmd_Argc() != 5)
3406 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
3409 color[0] *= atof(Cmd_Argv(2));
3410 color[1] *= atof(Cmd_Argv(3));
3411 color[2] *= atof(Cmd_Argv(4));
3414 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3416 if (Cmd_Argc() != 3)
3418 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3421 radius *= atof(Cmd_Argv(2));
3423 else if (!strcmp(Cmd_Argv(1), "style"))
3425 if (Cmd_Argc() != 3)
3427 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3430 style = atoi(Cmd_Argv(2));
3432 else if (!strcmp(Cmd_Argv(1), "cubemap"))
3436 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3439 if (Cmd_Argc() == 3)
3440 strcpy(cubemapname, Cmd_Argv(2));
3444 else if (!strcmp(Cmd_Argv(1), "shadows"))
3446 if (Cmd_Argc() != 3)
3448 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3451 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3453 else if (!strcmp(Cmd_Argv(1), "corona"))
3455 if (Cmd_Argc() != 3)
3457 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3460 corona = atof(Cmd_Argv(2));
3462 else if (!strcmp(Cmd_Argv(1), "coronasize"))
3464 if (Cmd_Argc() != 3)
3466 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3469 coronasizescale = atof(Cmd_Argv(2));
3471 else if (!strcmp(Cmd_Argv(1), "ambient"))
3473 if (Cmd_Argc() != 3)
3475 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3478 ambientscale = atof(Cmd_Argv(2));
3480 else if (!strcmp(Cmd_Argv(1), "diffuse"))
3482 if (Cmd_Argc() != 3)
3484 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3487 diffusescale = atof(Cmd_Argv(2));
3489 else if (!strcmp(Cmd_Argv(1), "specular"))
3491 if (Cmd_Argc() != 3)
3493 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3496 specularscale = atof(Cmd_Argv(2));
3498 else if (!strcmp(Cmd_Argv(1), "normalmode"))
3500 if (Cmd_Argc() != 3)
3502 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3505 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3507 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3509 if (Cmd_Argc() != 3)
3511 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3514 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3518 Con_Print("usage: r_editlights_edit [property] [value]\n");
3519 Con_Print("Selected light's properties:\n");
3520 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3521 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3522 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3523 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
3524 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
3525 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
3526 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3527 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
3528 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
3529 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
3530 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
3531 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
3532 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
3533 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
3536 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
3537 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3540 void R_Shadow_EditLights_EditAll_f(void)
3544 if (!r_editlights.integer)
3546 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
3550 for (light = r_shadow_worldlightchain;light;light = light->next)
3552 R_Shadow_SelectLight(light);
3553 R_Shadow_EditLights_Edit_f();
3557 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
3559 int lightnumber, lightcount;
3563 if (!r_editlights.integer)
3569 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
3570 if (light == r_shadow_selectedlight)
3571 lightnumber = lightcount;
3572 sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3573 if (r_shadow_selectedlight == NULL)
3575 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3576 sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3577 sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3578 sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3579 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3580 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3581 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3582 sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3583 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3584 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3585 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3586 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3587 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3588 sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3589 sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3592 void R_Shadow_EditLights_ToggleShadow_f(void)
3594 if (!r_editlights.integer)
3596 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3599 if (!r_shadow_selectedlight)
3601 Con_Print("No selected light.\n");
3604 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);
3607 void R_Shadow_EditLights_ToggleCorona_f(void)
3609 if (!r_editlights.integer)
3611 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3614 if (!r_shadow_selectedlight)
3616 Con_Print("No selected light.\n");
3619 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);
3622 void R_Shadow_EditLights_Remove_f(void)
3624 if (!r_editlights.integer)
3626 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
3629 if (!r_shadow_selectedlight)
3631 Con_Print("No selected light.\n");
3634 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
3635 r_shadow_selectedlight = NULL;
3638 void R_Shadow_EditLights_Help_f(void)
3641 "Documentation on r_editlights system:\n"
3643 "r_editlights : enable/disable editing mode\n"
3644 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
3645 "r_editlights_cursorpushback : push back cursor this far from surface\n"
3646 "r_editlights_cursorpushoff : push cursor off surface this far\n"
3647 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
3648 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
3650 "r_editlights_help : this help\n"
3651 "r_editlights_clear : remove all lights\n"
3652 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
3653 "r_editlights_save : save to .rtlights file\n"
3654 "r_editlights_spawn : create a light with default settings\n"
3655 "r_editlights_edit command : edit selected light - more documentation below\n"
3656 "r_editlights_remove : remove selected light\n"
3657 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
3658 "r_editlights_importlightentitiesfrommap : reload light entities\n"
3659 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
3661 "origin x y z : set light location\n"
3662 "originx x: set x component of light location\n"
3663 "originy y: set y component of light location\n"
3664 "originz z: set z component of light location\n"
3665 "move x y z : adjust light location\n"
3666 "movex x: adjust x component of light location\n"
3667 "movey y: adjust y component of light location\n"
3668 "movez z: adjust z component of light location\n"
3669 "angles x y z : set light angles\n"
3670 "anglesx x: set x component of light angles\n"
3671 "anglesy y: set y component of light angles\n"
3672 "anglesz z: set z component of light angles\n"
3673 "color r g b : set color of light (can be brighter than 1 1 1)\n"
3674 "radius radius : set radius (size) of light\n"
3675 "colorscale grey : multiply color of light (1 does nothing)\n"
3676 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
3677 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
3678 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
3679 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
3680 "cubemap basename : set filter cubemap of light (not yet supported)\n"
3681 "shadows 1/0 : turn on/off shadows\n"
3682 "corona n : set corona intensity\n"
3683 "coronasize n : set corona size (0-1)\n"
3684 "ambient n : set ambient intensity (0-1)\n"
3685 "diffuse n : set diffuse intensity (0-1)\n"
3686 "specular n : set specular intensity (0-1)\n"
3687 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
3688 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
3689 "<nothing> : print light properties to console\n"
3693 void R_Shadow_EditLights_CopyInfo_f(void)
3695 if (!r_editlights.integer)
3697 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
3700 if (!r_shadow_selectedlight)
3702 Con_Print("No selected light.\n");
3705 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
3706 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
3707 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
3708 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
3709 if (r_shadow_selectedlight->cubemapname)
3710 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
3712 r_shadow_bufferlight.cubemapname[0] = 0;
3713 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
3714 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
3715 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
3716 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
3717 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
3718 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
3719 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
3722 void R_Shadow_EditLights_PasteInfo_f(void)
3724 if (!r_editlights.integer)
3726 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
3729 if (!r_shadow_selectedlight)
3731 Con_Print("No selected light.\n");
3734 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);
3737 void R_Shadow_EditLights_Init(void)
3739 Cvar_RegisterVariable(&r_editlights);
3740 Cvar_RegisterVariable(&r_editlights_cursordistance);
3741 Cvar_RegisterVariable(&r_editlights_cursorpushback);
3742 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
3743 Cvar_RegisterVariable(&r_editlights_cursorgrid);
3744 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
3745 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
3746 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
3747 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)");
3748 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
3749 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
3750 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
3751 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)");
3752 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
3753 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
3754 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
3755 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
3756 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
3757 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
3758 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)");