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 #define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
145 extern void R_Shadow_EditLights_Init(void);
147 typedef enum r_shadow_rendermode_e
149 R_SHADOW_RENDERMODE_NONE,
150 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
151 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
152 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
153 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
154 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
155 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
156 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
157 R_SHADOW_RENDERMODE_LIGHT_DOT3,
158 R_SHADOW_RENDERMODE_LIGHT_GLSL,
159 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
160 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
161 R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
162 R_SHADOW_RENDERMODE_SHADOWMAP2D,
163 R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
165 r_shadow_rendermode_t;
167 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
168 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
169 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
170 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
171 qboolean r_shadow_usingshadowmaprect;
172 qboolean r_shadow_usingshadowmap2d;
173 qboolean r_shadow_usingshadowmapcube;
174 float r_shadow_shadowmap_texturescale[2];
175 float r_shadow_shadowmap_parameters[4];
176 int r_shadow_drawbuffer;
177 int r_shadow_readbuffer;
178 GLuint r_shadow_fborectangle;
179 GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS][6];
180 GLuint r_shadow_fbo2d;
181 int r_shadow_shadowmode;
182 int r_shadow_shadowmapfilterquality;
183 int r_shadow_shadowmaptexturetype;
184 int r_shadow_shadowmapmaxsize;
185 qboolean r_shadow_shadowmapvsdct;
186 qboolean r_shadow_shadowmapsampler;
187 int r_shadow_shadowmappcf;
188 int r_shadow_shadowmapborder;
189 int r_shadow_lightscissor[4];
191 int maxshadowtriangles;
194 int maxshadowvertices;
195 float *shadowvertex3f;
208 int r_shadow_buffer_numleafpvsbytes;
209 unsigned char *r_shadow_buffer_visitingleafpvs;
210 unsigned char *r_shadow_buffer_leafpvs;
211 int *r_shadow_buffer_leaflist;
213 int r_shadow_buffer_numsurfacepvsbytes;
214 unsigned char *r_shadow_buffer_surfacepvs;
215 int *r_shadow_buffer_surfacelist;
217 int r_shadow_buffer_numshadowtrispvsbytes;
218 unsigned char *r_shadow_buffer_shadowtrispvs;
219 int r_shadow_buffer_numlighttrispvsbytes;
220 unsigned char *r_shadow_buffer_lighttrispvs;
222 rtexturepool_t *r_shadow_texturepool;
223 rtexture_t *r_shadow_attenuationgradienttexture;
224 rtexture_t *r_shadow_attenuation2dtexture;
225 rtexture_t *r_shadow_attenuation3dtexture;
226 rtexture_t *r_shadow_lightcorona;
227 rtexture_t *r_shadow_shadowmaprectangletexture;
228 rtexture_t *r_shadow_shadowmap2dtexture;
229 rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
230 rtexture_t *r_shadow_shadowmapvsdcttexture;
231 int r_shadow_shadowmapsize; // changes for each light based on distance
232 int r_shadow_shadowmaplod; // changes for each light based on distance
234 // lights are reloaded when this changes
235 char r_shadow_mapname[MAX_QPATH];
237 // used only for light filters (cubemaps)
238 rtexturepool_t *r_shadow_filters_texturepool;
240 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"};
241 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"};
242 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
243 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
244 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)"};
245 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
246 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
247 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
248 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
249 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
250 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
251 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
252 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
253 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
254 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
255 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
256 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
257 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
258 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
259 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
260 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)"};
261 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"};
262 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
263 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
264 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"};
265 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
266 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
267 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)"};
268 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
269 cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "0", "shadowmap texture types: 0 = auto-select, 1 = 2D, 2 = rectangle, 3 = cubemap"};
270 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
271 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
272 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
273 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
274 cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
275 cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
276 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
277 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
278 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
279 cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
280 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
281 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
282 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)"};
283 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
284 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
285 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
286 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
287 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
288 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
289 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
290 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
291 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
292 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
293 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
294 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
296 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
297 #define ATTENTABLESIZE 256
298 // 1D gradient, 2D circle and 3D sphere attenuation textures
299 #define ATTEN1DSIZE 32
300 #define ATTEN2DSIZE 64
301 #define ATTEN3DSIZE 32
303 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
304 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
305 static float r_shadow_attentable[ATTENTABLESIZE+1];
307 rtlight_t *r_shadow_compilingrtlight;
308 static memexpandablearray_t r_shadow_worldlightsarray;
309 dlight_t *r_shadow_selectedlight;
310 dlight_t r_shadow_bufferlight;
311 vec3_t r_editlights_cursorlocation;
313 extern int con_vislines;
315 typedef struct cubemapinfo_s
322 #define MAX_CUBEMAPS 256
323 static int numcubemaps;
324 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
326 void R_Shadow_UncompileWorldLights(void);
327 void R_Shadow_ClearWorldLights(void);
328 void R_Shadow_SaveWorldLights(void);
329 void R_Shadow_LoadWorldLights(void);
330 void R_Shadow_LoadLightsFile(void);
331 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
332 void R_Shadow_EditLights_Reload_f(void);
333 void R_Shadow_ValidateCvars(void);
334 static void R_Shadow_MakeTextures(void);
336 // VorteX: custom editor light sprites
337 #define EDLIGHTSPRSIZE 8
338 cachepic_t *r_editlights_sprcursor;
339 cachepic_t *r_editlights_sprlight;
340 cachepic_t *r_editlights_sprnoshadowlight;
341 cachepic_t *r_editlights_sprcubemaplight;
342 cachepic_t *r_editlights_sprcubemapnoshadowlight;
343 cachepic_t *r_editlights_sprselection;
345 void R_Shadow_SetShadowMode(void)
347 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, 2048);
348 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
349 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
350 r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
351 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
352 r_shadow_shadowmaplod = -1;
353 r_shadow_shadowmapsampler = false;
354 r_shadow_shadowmappcf = 0;
355 r_shadow_shadowmode = 0;
356 if(r_shadow_shadowmapping.integer)
358 if(r_shadow_shadowmapfilterquality < 0)
360 if(strstr(gl_vendor, "NVIDIA"))
362 r_shadow_shadowmapsampler = gl_support_arb_shadow;
363 r_shadow_shadowmappcf = 1;
365 else if(gl_support_amd_texture_texture4 || gl_support_arb_texture_gather)
366 r_shadow_shadowmappcf = 1;
367 else if(strstr(gl_vendor, "ATI"))
368 r_shadow_shadowmappcf = 1;
370 r_shadow_shadowmapsampler = gl_support_arb_shadow;
374 switch (r_shadow_shadowmapfilterquality)
377 r_shadow_shadowmapsampler = gl_support_arb_shadow;
380 r_shadow_shadowmapsampler = gl_support_arb_shadow;
381 r_shadow_shadowmappcf = 1;
384 r_shadow_shadowmappcf = 1;
387 r_shadow_shadowmappcf = 2;
391 r_shadow_shadowmode = r_shadow_shadowmaptexturetype;
392 if(r_shadow_shadowmode <= 0)
394 if((gl_support_amd_texture_texture4 || gl_support_arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
395 r_shadow_shadowmode = 1;
396 else if(gl_texturerectangle)
397 r_shadow_shadowmode = 2;
399 r_shadow_shadowmode = 1;
404 void R_Shadow_FreeShadowMaps(void)
408 R_Shadow_SetShadowMode();
410 if (r_shadow_fborectangle)
411 qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);
412 r_shadow_fborectangle = 0;
416 qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);
419 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
420 if (r_shadow_fbocubeside[i][0])
421 qglDeleteFramebuffersEXT(6, r_shadow_fbocubeside[i]);
422 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
425 if (r_shadow_shadowmaprectangletexture)
426 R_FreeTexture(r_shadow_shadowmaprectangletexture);
427 r_shadow_shadowmaprectangletexture = NULL;
429 if (r_shadow_shadowmap2dtexture)
430 R_FreeTexture(r_shadow_shadowmap2dtexture);
431 r_shadow_shadowmap2dtexture = NULL;
433 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
434 if (r_shadow_shadowmapcubetexture[i])
435 R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
436 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
438 if (r_shadow_shadowmapvsdcttexture)
439 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
440 r_shadow_shadowmapvsdcttexture = NULL;
445 void r_shadow_start(void)
447 // allocate vertex processing arrays
449 r_shadow_attenuationgradienttexture = NULL;
450 r_shadow_attenuation2dtexture = NULL;
451 r_shadow_attenuation3dtexture = NULL;
452 r_shadow_shadowmode = 0;
453 r_shadow_shadowmaprectangletexture = NULL;
454 r_shadow_shadowmap2dtexture = NULL;
455 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
456 r_shadow_shadowmapvsdcttexture = NULL;
457 r_shadow_shadowmapmaxsize = 0;
458 r_shadow_shadowmapsize = 0;
459 r_shadow_shadowmaplod = 0;
460 r_shadow_shadowmapfilterquality = 0;
461 r_shadow_shadowmaptexturetype = 0;
462 r_shadow_shadowmapvsdct = false;
463 r_shadow_shadowmapsampler = false;
464 r_shadow_shadowmappcf = 0;
465 r_shadow_fborectangle = 0;
467 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
469 R_Shadow_FreeShadowMaps();
471 r_shadow_texturepool = NULL;
472 r_shadow_filters_texturepool = NULL;
473 R_Shadow_ValidateCvars();
474 R_Shadow_MakeTextures();
475 maxshadowtriangles = 0;
476 shadowelements = NULL;
477 maxshadowvertices = 0;
478 shadowvertex3f = NULL;
486 shadowmarklist = NULL;
488 r_shadow_buffer_numleafpvsbytes = 0;
489 r_shadow_buffer_visitingleafpvs = NULL;
490 r_shadow_buffer_leafpvs = NULL;
491 r_shadow_buffer_leaflist = NULL;
492 r_shadow_buffer_numsurfacepvsbytes = 0;
493 r_shadow_buffer_surfacepvs = NULL;
494 r_shadow_buffer_surfacelist = NULL;
495 r_shadow_buffer_numshadowtrispvsbytes = 0;
496 r_shadow_buffer_shadowtrispvs = NULL;
497 r_shadow_buffer_numlighttrispvsbytes = 0;
498 r_shadow_buffer_lighttrispvs = NULL;
501 void r_shadow_shutdown(void)
504 R_Shadow_UncompileWorldLights();
506 R_Shadow_FreeShadowMaps();
510 r_shadow_attenuationgradienttexture = NULL;
511 r_shadow_attenuation2dtexture = NULL;
512 r_shadow_attenuation3dtexture = NULL;
513 R_FreeTexturePool(&r_shadow_texturepool);
514 R_FreeTexturePool(&r_shadow_filters_texturepool);
515 maxshadowtriangles = 0;
517 Mem_Free(shadowelements);
518 shadowelements = NULL;
520 Mem_Free(shadowvertex3f);
521 shadowvertex3f = NULL;
524 Mem_Free(vertexupdate);
527 Mem_Free(vertexremap);
533 Mem_Free(shadowmark);
536 Mem_Free(shadowmarklist);
537 shadowmarklist = NULL;
539 r_shadow_buffer_numleafpvsbytes = 0;
540 if (r_shadow_buffer_visitingleafpvs)
541 Mem_Free(r_shadow_buffer_visitingleafpvs);
542 r_shadow_buffer_visitingleafpvs = NULL;
543 if (r_shadow_buffer_leafpvs)
544 Mem_Free(r_shadow_buffer_leafpvs);
545 r_shadow_buffer_leafpvs = NULL;
546 if (r_shadow_buffer_leaflist)
547 Mem_Free(r_shadow_buffer_leaflist);
548 r_shadow_buffer_leaflist = NULL;
549 r_shadow_buffer_numsurfacepvsbytes = 0;
550 if (r_shadow_buffer_surfacepvs)
551 Mem_Free(r_shadow_buffer_surfacepvs);
552 r_shadow_buffer_surfacepvs = NULL;
553 if (r_shadow_buffer_surfacelist)
554 Mem_Free(r_shadow_buffer_surfacelist);
555 r_shadow_buffer_surfacelist = NULL;
556 r_shadow_buffer_numshadowtrispvsbytes = 0;
557 if (r_shadow_buffer_shadowtrispvs)
558 Mem_Free(r_shadow_buffer_shadowtrispvs);
559 r_shadow_buffer_numlighttrispvsbytes = 0;
560 if (r_shadow_buffer_lighttrispvs)
561 Mem_Free(r_shadow_buffer_lighttrispvs);
564 void r_shadow_newmap(void)
566 if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
567 R_Shadow_EditLights_Reload_f();
570 void R_Shadow_Help_f(void)
573 "Documentation on r_shadow system:\n"
575 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
576 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
577 "r_shadow_debuglight : render only this light number (-1 = all)\n"
578 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
579 "r_shadow_gloss2intensity : brightness of forced gloss\n"
580 "r_shadow_glossintensity : brightness of textured gloss\n"
581 "r_shadow_lightattenuationlinearscale : used to generate attenuation texture\n"
582 "r_shadow_lightattenuationdividebias : used to generate attenuation texture\n"
583 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
584 "r_shadow_lightradiusscale : scale rendering radius of all lights\n"
585 "r_shadow_portallight : use portal visibility for static light precomputation\n"
586 "r_shadow_projectdistance : shadow volume projection distance\n"
587 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
588 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
589 "r_shadow_realtime_world : use high quality world lighting mode\n"
590 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
591 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
592 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
593 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
594 "r_shadow_scissor : use scissor optimization\n"
595 "r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
596 "r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
597 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
598 "r_showlighting : useful for performance testing; bright = slow!\n"
599 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
601 "r_shadow_help : this help\n"
605 void R_Shadow_Init(void)
607 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
608 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
609 Cvar_RegisterVariable(&r_shadow_usenormalmap);
610 Cvar_RegisterVariable(&r_shadow_debuglight);
611 Cvar_RegisterVariable(&r_shadow_gloss);
612 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
613 Cvar_RegisterVariable(&r_shadow_glossintensity);
614 Cvar_RegisterVariable(&r_shadow_glossexponent);
615 Cvar_RegisterVariable(&r_shadow_glossexact);
616 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
617 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
618 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
619 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
620 Cvar_RegisterVariable(&r_shadow_portallight);
621 Cvar_RegisterVariable(&r_shadow_projectdistance);
622 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
623 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
624 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
625 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
626 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
627 Cvar_RegisterVariable(&r_shadow_realtime_world);
628 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
629 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
630 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
631 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
632 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
633 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
634 Cvar_RegisterVariable(&r_shadow_scissor);
635 Cvar_RegisterVariable(&r_shadow_shadowmapping);
636 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
637 Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
638 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
639 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
640 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
641 Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
642 Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
643 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
644 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
645 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
646 Cvar_RegisterVariable(&r_shadow_culltriangles);
647 Cvar_RegisterVariable(&r_shadow_polygonfactor);
648 Cvar_RegisterVariable(&r_shadow_polygonoffset);
649 Cvar_RegisterVariable(&r_shadow_texture3d);
650 Cvar_RegisterVariable(&r_coronas);
651 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
652 Cvar_RegisterVariable(&r_coronas_occlusionquery);
653 Cvar_RegisterVariable(&gl_flashblend);
654 Cvar_RegisterVariable(&gl_ext_separatestencil);
655 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
656 if (gamemode == GAME_TENEBRAE)
658 Cvar_SetValue("r_shadow_gloss", 2);
659 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
661 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
662 R_Shadow_EditLights_Init();
663 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
664 maxshadowtriangles = 0;
665 shadowelements = NULL;
666 maxshadowvertices = 0;
667 shadowvertex3f = NULL;
675 shadowmarklist = NULL;
677 r_shadow_buffer_numleafpvsbytes = 0;
678 r_shadow_buffer_visitingleafpvs = NULL;
679 r_shadow_buffer_leafpvs = NULL;
680 r_shadow_buffer_leaflist = NULL;
681 r_shadow_buffer_numsurfacepvsbytes = 0;
682 r_shadow_buffer_surfacepvs = NULL;
683 r_shadow_buffer_surfacelist = NULL;
684 r_shadow_buffer_shadowtrispvs = NULL;
685 r_shadow_buffer_lighttrispvs = NULL;
686 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
689 matrix4x4_t matrix_attenuationxyz =
692 {0.5, 0.0, 0.0, 0.5},
693 {0.0, 0.5, 0.0, 0.5},
694 {0.0, 0.0, 0.5, 0.5},
699 matrix4x4_t matrix_attenuationz =
702 {0.0, 0.0, 0.5, 0.5},
703 {0.0, 0.0, 0.0, 0.5},
704 {0.0, 0.0, 0.0, 0.5},
709 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
711 // make sure shadowelements is big enough for this volume
712 if (maxshadowtriangles < numtriangles)
714 maxshadowtriangles = numtriangles;
716 Mem_Free(shadowelements);
717 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
719 // make sure shadowvertex3f is big enough for this volume
720 if (maxshadowvertices < numvertices)
722 maxshadowvertices = numvertices;
724 Mem_Free(shadowvertex3f);
725 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
729 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
731 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
732 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
733 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
734 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
735 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
737 if (r_shadow_buffer_visitingleafpvs)
738 Mem_Free(r_shadow_buffer_visitingleafpvs);
739 if (r_shadow_buffer_leafpvs)
740 Mem_Free(r_shadow_buffer_leafpvs);
741 if (r_shadow_buffer_leaflist)
742 Mem_Free(r_shadow_buffer_leaflist);
743 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
744 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
745 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
746 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
748 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
750 if (r_shadow_buffer_surfacepvs)
751 Mem_Free(r_shadow_buffer_surfacepvs);
752 if (r_shadow_buffer_surfacelist)
753 Mem_Free(r_shadow_buffer_surfacelist);
754 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
755 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
756 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
758 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
760 if (r_shadow_buffer_shadowtrispvs)
761 Mem_Free(r_shadow_buffer_shadowtrispvs);
762 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
763 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
765 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
767 if (r_shadow_buffer_lighttrispvs)
768 Mem_Free(r_shadow_buffer_lighttrispvs);
769 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
770 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
774 void R_Shadow_PrepareShadowMark(int numtris)
776 // make sure shadowmark is big enough for this volume
777 if (maxshadowmark < numtris)
779 maxshadowmark = numtris;
781 Mem_Free(shadowmark);
783 Mem_Free(shadowmarklist);
784 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
785 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
789 // if shadowmarkcount wrapped we clear the array and adjust accordingly
790 if (shadowmarkcount == 0)
793 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
798 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
801 int outtriangles = 0, outvertices = 0;
804 float ratio, direction[3], projectvector[3];
806 if (projectdirection)
807 VectorScale(projectdirection, projectdistance, projectvector);
809 VectorClear(projectvector);
811 // create the vertices
812 if (projectdirection)
814 for (i = 0;i < numshadowmarktris;i++)
816 element = inelement3i + shadowmarktris[i] * 3;
817 for (j = 0;j < 3;j++)
819 if (vertexupdate[element[j]] != vertexupdatenum)
821 vertexupdate[element[j]] = vertexupdatenum;
822 vertexremap[element[j]] = outvertices;
823 vertex = invertex3f + element[j] * 3;
824 // project one copy of the vertex according to projectvector
825 VectorCopy(vertex, outvertex3f);
826 VectorAdd(vertex, projectvector, (outvertex3f + 3));
835 for (i = 0;i < numshadowmarktris;i++)
837 element = inelement3i + shadowmarktris[i] * 3;
838 for (j = 0;j < 3;j++)
840 if (vertexupdate[element[j]] != vertexupdatenum)
842 vertexupdate[element[j]] = vertexupdatenum;
843 vertexremap[element[j]] = outvertices;
844 vertex = invertex3f + element[j] * 3;
845 // project one copy of the vertex to the sphere radius of the light
846 // (FIXME: would projecting it to the light box be better?)
847 VectorSubtract(vertex, projectorigin, direction);
848 ratio = projectdistance / VectorLength(direction);
849 VectorCopy(vertex, outvertex3f);
850 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
858 if (r_shadow_frontsidecasting.integer)
860 for (i = 0;i < numshadowmarktris;i++)
862 int remappedelement[3];
864 const int *neighbortriangle;
866 markindex = shadowmarktris[i] * 3;
867 element = inelement3i + markindex;
868 neighbortriangle = inneighbor3i + markindex;
869 // output the front and back triangles
870 outelement3i[0] = vertexremap[element[0]];
871 outelement3i[1] = vertexremap[element[1]];
872 outelement3i[2] = vertexremap[element[2]];
873 outelement3i[3] = vertexremap[element[2]] + 1;
874 outelement3i[4] = vertexremap[element[1]] + 1;
875 outelement3i[5] = vertexremap[element[0]] + 1;
879 // output the sides (facing outward from this triangle)
880 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
882 remappedelement[0] = vertexremap[element[0]];
883 remappedelement[1] = vertexremap[element[1]];
884 outelement3i[0] = remappedelement[1];
885 outelement3i[1] = remappedelement[0];
886 outelement3i[2] = remappedelement[0] + 1;
887 outelement3i[3] = remappedelement[1];
888 outelement3i[4] = remappedelement[0] + 1;
889 outelement3i[5] = remappedelement[1] + 1;
894 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
896 remappedelement[1] = vertexremap[element[1]];
897 remappedelement[2] = vertexremap[element[2]];
898 outelement3i[0] = remappedelement[2];
899 outelement3i[1] = remappedelement[1];
900 outelement3i[2] = remappedelement[1] + 1;
901 outelement3i[3] = remappedelement[2];
902 outelement3i[4] = remappedelement[1] + 1;
903 outelement3i[5] = remappedelement[2] + 1;
908 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
910 remappedelement[0] = vertexremap[element[0]];
911 remappedelement[2] = vertexremap[element[2]];
912 outelement3i[0] = remappedelement[0];
913 outelement3i[1] = remappedelement[2];
914 outelement3i[2] = remappedelement[2] + 1;
915 outelement3i[3] = remappedelement[0];
916 outelement3i[4] = remappedelement[2] + 1;
917 outelement3i[5] = remappedelement[0] + 1;
926 for (i = 0;i < numshadowmarktris;i++)
928 int remappedelement[3];
930 const int *neighbortriangle;
932 markindex = shadowmarktris[i] * 3;
933 element = inelement3i + markindex;
934 neighbortriangle = inneighbor3i + markindex;
935 // output the front and back triangles
936 outelement3i[0] = vertexremap[element[2]];
937 outelement3i[1] = vertexremap[element[1]];
938 outelement3i[2] = vertexremap[element[0]];
939 outelement3i[3] = vertexremap[element[0]] + 1;
940 outelement3i[4] = vertexremap[element[1]] + 1;
941 outelement3i[5] = vertexremap[element[2]] + 1;
945 // output the sides (facing outward from this triangle)
946 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
948 remappedelement[0] = vertexremap[element[0]];
949 remappedelement[1] = vertexremap[element[1]];
950 outelement3i[0] = remappedelement[0];
951 outelement3i[1] = remappedelement[1];
952 outelement3i[2] = remappedelement[1] + 1;
953 outelement3i[3] = remappedelement[0];
954 outelement3i[4] = remappedelement[1] + 1;
955 outelement3i[5] = remappedelement[0] + 1;
960 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
962 remappedelement[1] = vertexremap[element[1]];
963 remappedelement[2] = vertexremap[element[2]];
964 outelement3i[0] = remappedelement[1];
965 outelement3i[1] = remappedelement[2];
966 outelement3i[2] = remappedelement[2] + 1;
967 outelement3i[3] = remappedelement[1];
968 outelement3i[4] = remappedelement[2] + 1;
969 outelement3i[5] = remappedelement[1] + 1;
974 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
976 remappedelement[0] = vertexremap[element[0]];
977 remappedelement[2] = vertexremap[element[2]];
978 outelement3i[0] = remappedelement[2];
979 outelement3i[1] = remappedelement[0];
980 outelement3i[2] = remappedelement[0] + 1;
981 outelement3i[3] = remappedelement[2];
982 outelement3i[4] = remappedelement[0] + 1;
983 outelement3i[5] = remappedelement[2] + 1;
991 *outnumvertices = outvertices;
995 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
998 int outtriangles = 0, outvertices = 0;
1000 const float *vertex;
1001 float ratio, direction[3], projectvector[3];
1004 if (projectdirection)
1005 VectorScale(projectdirection, projectdistance, projectvector);
1007 VectorClear(projectvector);
1009 for (i = 0;i < numshadowmarktris;i++)
1011 int remappedelement[3];
1013 const int *neighbortriangle;
1015 markindex = shadowmarktris[i] * 3;
1016 neighbortriangle = inneighbor3i + markindex;
1017 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1018 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1019 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1020 if (side[0] + side[1] + side[2] == 0)
1024 element = inelement3i + markindex;
1026 // create the vertices
1027 for (j = 0;j < 3;j++)
1029 if (side[j] + side[j+1] == 0)
1032 if (vertexupdate[k] != vertexupdatenum)
1034 vertexupdate[k] = vertexupdatenum;
1035 vertexremap[k] = outvertices;
1036 vertex = invertex3f + k * 3;
1037 VectorCopy(vertex, outvertex3f);
1038 if (projectdirection)
1040 // project one copy of the vertex according to projectvector
1041 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1045 // project one copy of the vertex to the sphere radius of the light
1046 // (FIXME: would projecting it to the light box be better?)
1047 VectorSubtract(vertex, projectorigin, direction);
1048 ratio = projectdistance / VectorLength(direction);
1049 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1056 // output the sides (facing outward from this triangle)
1059 remappedelement[0] = vertexremap[element[0]];
1060 remappedelement[1] = vertexremap[element[1]];
1061 outelement3i[0] = remappedelement[1];
1062 outelement3i[1] = remappedelement[0];
1063 outelement3i[2] = remappedelement[0] + 1;
1064 outelement3i[3] = remappedelement[1];
1065 outelement3i[4] = remappedelement[0] + 1;
1066 outelement3i[5] = remappedelement[1] + 1;
1073 remappedelement[1] = vertexremap[element[1]];
1074 remappedelement[2] = vertexremap[element[2]];
1075 outelement3i[0] = remappedelement[2];
1076 outelement3i[1] = remappedelement[1];
1077 outelement3i[2] = remappedelement[1] + 1;
1078 outelement3i[3] = remappedelement[2];
1079 outelement3i[4] = remappedelement[1] + 1;
1080 outelement3i[5] = remappedelement[2] + 1;
1087 remappedelement[0] = vertexremap[element[0]];
1088 remappedelement[2] = vertexremap[element[2]];
1089 outelement3i[0] = remappedelement[0];
1090 outelement3i[1] = remappedelement[2];
1091 outelement3i[2] = remappedelement[2] + 1;
1092 outelement3i[3] = remappedelement[0];
1093 outelement3i[4] = remappedelement[2] + 1;
1094 outelement3i[5] = remappedelement[0] + 1;
1101 *outnumvertices = outvertices;
1102 return outtriangles;
1105 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1111 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1113 tend = firsttriangle + numtris;
1114 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1116 // surface box entirely inside light box, no box cull
1117 if (projectdirection)
1119 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1121 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1122 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1123 shadowmarklist[numshadowmark++] = t;
1128 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1129 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1130 shadowmarklist[numshadowmark++] = t;
1135 // surface box not entirely inside light box, cull each triangle
1136 if (projectdirection)
1138 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1140 v[0] = invertex3f + e[0] * 3;
1141 v[1] = invertex3f + e[1] * 3;
1142 v[2] = invertex3f + e[2] * 3;
1143 TriangleNormal(v[0], v[1], v[2], normal);
1144 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1145 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1146 shadowmarklist[numshadowmark++] = t;
1151 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1153 v[0] = invertex3f + e[0] * 3;
1154 v[1] = invertex3f + e[1] * 3;
1155 v[2] = invertex3f + e[2] * 3;
1156 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1157 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1158 shadowmarklist[numshadowmark++] = t;
1164 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1169 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1171 // check if the shadow volume intersects the near plane
1173 // a ray between the eye and light origin may intersect the caster,
1174 // indicating that the shadow may touch the eye location, however we must
1175 // test the near plane (a polygon), not merely the eye location, so it is
1176 // easiest to enlarge the caster bounding shape slightly for this.
1182 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1184 int i, tris, outverts;
1185 if (projectdistance < 0.1)
1187 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1190 if (!numverts || !nummarktris)
1192 // make sure shadowelements is big enough for this volume
1193 if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
1194 R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
1196 if (maxvertexupdate < numverts)
1198 maxvertexupdate = numverts;
1200 Mem_Free(vertexupdate);
1202 Mem_Free(vertexremap);
1203 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1204 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1205 vertexupdatenum = 0;
1208 if (vertexupdatenum == 0)
1210 vertexupdatenum = 1;
1211 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1212 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1215 for (i = 0;i < nummarktris;i++)
1216 shadowmark[marktris[i]] = shadowmarkcount;
1218 if (r_shadow_compilingrtlight)
1220 // if we're compiling an rtlight, capture the mesh
1221 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1222 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1223 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1224 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1228 // decide which type of shadow to generate and set stencil mode
1229 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1230 // generate the sides or a solid volume, depending on type
1231 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1232 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1234 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1235 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1236 r_refdef.stats.lights_shadowtriangles += tris;
1238 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1239 GL_LockArrays(0, outverts);
1240 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1242 // increment stencil if frontface is infront of depthbuffer
1243 GL_CullFace(r_refdef.view.cullface_front);
1244 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1245 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1246 // decrement stencil if backface is infront of depthbuffer
1247 GL_CullFace(r_refdef.view.cullface_back);
1248 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1250 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1252 // decrement stencil if backface is behind depthbuffer
1253 GL_CullFace(r_refdef.view.cullface_front);
1254 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1255 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1256 // increment stencil if frontface is behind depthbuffer
1257 GL_CullFace(r_refdef.view.cullface_back);
1258 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1260 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1261 GL_LockArrays(0, 0);
1266 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, int vertex3f_bufferobject, int vertex3f_bufferoffset, const int *elements, int nummarktris, const int *marktris)
1268 int i, tris = nummarktris;
1271 if (!numverts || !nummarktris)
1273 // make sure shadowelements is big enough for this mesh
1274 if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
1275 R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
1277 // gather up the (sparse) triangles into one array
1278 outelement3i = shadowelements;
1279 for (i = 0;i < nummarktris;i++)
1281 element = elements + marktris[i] * 3;
1282 outelement3i[0] = element[0];
1283 outelement3i[1] = element[1];
1284 outelement3i[2] = element[2];
1288 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1289 r_refdef.stats.lights_shadowtriangles += tris;
1290 R_Mesh_VertexPointer(vertex3f, vertex3f_bufferobject, vertex3f_bufferoffset);
1291 R_Mesh_Draw(0, numverts, 0, tris, shadowelements, NULL, 0, 0);
1294 static void R_Shadow_MakeTextures_MakeCorona(void)
1298 unsigned char pixels[32][32][4];
1299 for (y = 0;y < 32;y++)
1301 dy = (y - 15.5f) * (1.0f / 16.0f);
1302 for (x = 0;x < 32;x++)
1304 dx = (x - 15.5f) * (1.0f / 16.0f);
1305 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1306 a = bound(0, a, 255);
1307 pixels[y][x][0] = a;
1308 pixels[y][x][1] = a;
1309 pixels[y][x][2] = a;
1310 pixels[y][x][3] = 255;
1313 r_shadow_lightcorona = R_LoadTexture2D(r_shadow_texturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR, NULL);
1316 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1318 float dist = sqrt(x*x+y*y+z*z);
1319 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1320 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1321 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1324 static void R_Shadow_MakeTextures(void)
1327 float intensity, dist;
1329 R_FreeTexturePool(&r_shadow_texturepool);
1330 r_shadow_texturepool = R_AllocTexturePool();
1331 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1332 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1333 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1334 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1335 for (x = 0;x <= ATTENTABLESIZE;x++)
1337 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1338 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1339 r_shadow_attentable[x] = bound(0, intensity, 1);
1341 // 1D gradient texture
1342 for (x = 0;x < ATTEN1DSIZE;x++)
1343 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1344 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1345 // 2D circle texture
1346 for (y = 0;y < ATTEN2DSIZE;y++)
1347 for (x = 0;x < ATTEN2DSIZE;x++)
1348 data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1349 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1350 // 3D sphere texture
1351 if (r_shadow_texture3d.integer && gl_texture3d)
1353 for (z = 0;z < ATTEN3DSIZE;z++)
1354 for (y = 0;y < ATTEN3DSIZE;y++)
1355 for (x = 0;x < ATTEN3DSIZE;x++)
1356 data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1357 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1360 r_shadow_attenuation3dtexture = NULL;
1363 R_Shadow_MakeTextures_MakeCorona();
1365 // Editor light sprites
1366 r_editlights_sprcursor = Draw_CachePic ("gfx/editlights/cursor");
1367 r_editlights_sprlight = Draw_CachePic ("gfx/editlights/light");
1368 r_editlights_sprnoshadowlight = Draw_CachePic ("gfx/editlights/noshadow");
1369 r_editlights_sprcubemaplight = Draw_CachePic ("gfx/editlights/cubemaplight");
1370 r_editlights_sprcubemapnoshadowlight = Draw_CachePic ("gfx/editlights/cubemapnoshadowlight");
1371 r_editlights_sprselection = Draw_CachePic ("gfx/editlights/selection");
1374 void R_Shadow_ValidateCvars(void)
1376 if (r_shadow_texture3d.integer && !gl_texture3d)
1377 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1378 if (gl_ext_separatestencil.integer && !gl_support_separatestencil)
1379 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1380 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1381 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1384 void R_Shadow_RenderMode_Begin(void)
1388 R_Shadow_ValidateCvars();
1390 if (!r_shadow_attenuation2dtexture
1391 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1392 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1393 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1394 R_Shadow_MakeTextures();
1397 R_Mesh_ColorPointer(NULL, 0, 0);
1398 R_Mesh_ResetTextureState();
1399 GL_BlendFunc(GL_ONE, GL_ZERO);
1400 GL_DepthRange(0, 1);
1401 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1403 GL_DepthMask(false);
1404 GL_Color(0, 0, 0, 1);
1405 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1407 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1409 if (gl_ext_separatestencil.integer)
1411 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1412 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1414 else if (gl_ext_stenciltwoside.integer)
1416 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1417 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1421 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1422 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1425 if (r_glsl.integer && gl_support_fragment_shader)
1426 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1427 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1428 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1430 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1433 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1434 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1435 r_shadow_drawbuffer = drawbuffer;
1436 r_shadow_readbuffer = readbuffer;
1439 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1441 rsurface.rtlight = rtlight;
1444 void R_Shadow_RenderMode_Reset(void)
1447 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1449 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1451 if (gl_support_ext_framebuffer_object)
1453 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
1455 qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
1456 qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
1457 R_SetViewport(&r_refdef.view.viewport);
1458 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1459 R_Mesh_ColorPointer(NULL, 0, 0);
1460 R_Mesh_ResetTextureState();
1461 GL_DepthRange(0, 1);
1463 GL_DepthMask(false);
1464 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1465 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1466 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1467 qglStencilMask(~0);CHECKGLERROR
1468 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1469 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1470 GL_CullFace(r_refdef.view.cullface_back);
1471 GL_Color(1, 1, 1, 1);
1472 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1473 GL_BlendFunc(GL_ONE, GL_ZERO);
1474 R_SetupGenericShader(false);
1475 r_shadow_usingshadowmaprect = false;
1476 r_shadow_usingshadowmapcube = false;
1477 r_shadow_usingshadowmap2d = false;
1481 void R_Shadow_ClearStencil(void)
1484 GL_Clear(GL_STENCIL_BUFFER_BIT);
1485 r_refdef.stats.lights_clears++;
1488 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
1490 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
1491 if (r_shadow_rendermode == mode)
1494 R_Shadow_RenderMode_Reset();
1495 GL_ColorMask(0, 0, 0, 0);
1496 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1497 R_SetupDepthOrShadowShader();
1498 qglDepthFunc(GL_LESS);CHECKGLERROR
1499 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1500 r_shadow_rendermode = mode;
1505 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
1506 GL_CullFace(GL_NONE);
1507 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1508 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1510 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
1511 GL_CullFace(GL_NONE);
1512 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1513 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1515 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
1516 GL_CullFace(GL_NONE);
1517 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1518 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
1519 qglStencilMask(~0);CHECKGLERROR
1520 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1521 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
1522 qglStencilMask(~0);CHECKGLERROR
1523 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1525 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
1526 GL_CullFace(GL_NONE);
1527 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1528 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
1529 qglStencilMask(~0);CHECKGLERROR
1530 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1531 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
1532 qglStencilMask(~0);CHECKGLERROR
1533 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1538 static void R_Shadow_MakeVSDCT(void)
1540 // maps to a 2x3 texture rectangle with normalized coordinates
1545 // stores abs(dir.xy), offset.xy/2.5
1546 unsigned char data[4*6] =
1548 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
1549 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
1550 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
1551 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
1552 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
1553 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
1555 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_ALWAYSPRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALPHA, NULL);
1558 void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
1563 float nearclip, farclip, bias;
1564 r_viewport_t viewport;
1566 maxsize = r_shadow_shadowmapmaxsize;
1567 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
1569 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
1570 r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
1571 r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
1572 if (r_shadow_shadowmode == 1)
1574 // complex unrolled cube approach (more flexible)
1575 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
1576 R_Shadow_MakeVSDCT();
1577 if (!r_shadow_shadowmap2dtexture)
1580 int w = maxsize*2, h = gl_support_arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
1581 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapsampler);
1582 qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
1583 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
1584 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
1588 R_Shadow_RenderMode_Reset();
1589 if (r_shadow_shadowmap2dtexture)
1591 // render depth into the fbo, do not render color at all
1592 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
1593 qglDrawBuffer(GL_NONE);CHECKGLERROR
1594 qglReadBuffer(GL_NONE);CHECKGLERROR
1595 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
1596 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
1598 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
1599 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
1601 R_SetupDepthOrShadowShader();
1605 R_SetupShowDepthShader();
1606 qglClearColor(1,1,1,1);CHECKGLERROR
1608 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
1609 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
1610 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
1611 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
1612 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
1613 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
1615 else if (r_shadow_shadowmode == 2)
1617 // complex unrolled cube approach (more flexible)
1618 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
1619 R_Shadow_MakeVSDCT();
1620 if (!r_shadow_shadowmaprectangletexture)
1623 r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapsampler);
1624 qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
1625 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
1626 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
1630 R_Shadow_RenderMode_Reset();
1631 if (r_shadow_shadowmaprectangletexture)
1633 // render depth into the fbo, do not render color at all
1634 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
1635 qglDrawBuffer(GL_NONE);CHECKGLERROR
1636 qglReadBuffer(GL_NONE);CHECKGLERROR
1637 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
1638 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
1640 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
1641 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
1643 R_SetupDepthOrShadowShader();
1647 R_SetupShowDepthShader();
1648 qglClearColor(1,1,1,1);CHECKGLERROR
1650 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
1651 r_shadow_shadowmap_texturescale[0] = 1.0f;
1652 r_shadow_shadowmap_texturescale[1] = 1.0f;
1653 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
1654 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
1655 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
1657 else if (r_shadow_shadowmode == 3)
1659 // simple cube approach
1660 if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
1663 r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", bound(1, maxsize >> r_shadow_shadowmaplod, 2048), r_shadow_shadowmapsampler);
1664 qglGenFramebuffersEXT(6, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
1665 for (i = 0;i < 6;i++)
1667 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod][i]);CHECKGLERROR
1668 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
1673 R_Shadow_RenderMode_Reset();
1674 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
1676 // render depth into the fbo, do not render color at all
1677 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod][side]);CHECKGLERROR
1678 qglDrawBuffer(GL_NONE);CHECKGLERROR
1679 qglReadBuffer(GL_NONE);CHECKGLERROR
1680 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
1681 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
1683 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
1684 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
1686 R_SetupDepthOrShadowShader();
1690 R_SetupShowDepthShader();
1691 qglClearColor(1,1,1,1);CHECKGLERROR
1693 R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
1694 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
1695 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureWidth(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
1696 r_shadow_shadowmap_parameters[0] = 1.0f;
1697 r_shadow_shadowmap_parameters[1] = 1.0f;
1698 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
1701 R_SetViewport(&viewport);
1702 GL_PolygonOffset(0, 0);
1703 GL_CullFace(GL_NONE); // quake is backwards
1704 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
1707 qglClearDepth(1);CHECKGLERROR
1710 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
1714 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
1717 R_Shadow_RenderMode_Reset();
1718 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1721 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1725 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1726 // only draw light where this geometry was already rendered AND the
1727 // stencil is 128 (values other than this mean shadow)
1728 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
1730 r_shadow_rendermode = r_shadow_lightingrendermode;
1731 // do global setup needed for the chosen lighting mode
1732 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1734 R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter
1735 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
1739 if (r_shadow_shadowmode == 1)
1741 r_shadow_usingshadowmap2d = true;
1742 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, R_GetTexture(r_shadow_shadowmap2dtexture));
1745 else if (r_shadow_shadowmode == 2)
1747 r_shadow_usingshadowmaprect = true;
1748 R_Mesh_TexBindRectangle(GL20TU_SHADOWMAPRECT, R_GetTexture(r_shadow_shadowmaprectangletexture));
1751 else if (r_shadow_shadowmode == 3)
1753 r_shadow_usingshadowmapcube = true;
1754 R_Mesh_TexBindCubeMap(GL20TU_SHADOWMAPCUBE, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]));
1758 if (r_shadow_shadowmapvsdct && (r_shadow_usingshadowmap2d || r_shadow_usingshadowmaprect))
1760 R_Mesh_TexBindCubeMap(GL20TU_CUBEPROJECTION, R_GetTexture(r_shadow_shadowmapvsdcttexture));
1765 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_VERTEX)
1766 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
1767 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1771 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1774 R_Shadow_RenderMode_Reset();
1775 GL_BlendFunc(GL_ONE, GL_ONE);
1776 GL_DepthRange(0, 1);
1777 GL_DepthTest(r_showshadowvolumes.integer < 2);
1778 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
1779 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1780 GL_CullFace(GL_NONE);
1781 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1784 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1787 R_Shadow_RenderMode_Reset();
1788 GL_BlendFunc(GL_ONE, GL_ONE);
1789 GL_DepthRange(0, 1);
1790 GL_DepthTest(r_showlighting.integer < 2);
1791 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
1794 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1798 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1799 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
1801 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1804 void R_Shadow_RenderMode_End(void)
1807 R_Shadow_RenderMode_Reset();
1808 R_Shadow_RenderMode_ActiveLight(NULL);
1810 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1811 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1814 int bboxedges[12][2] =
1833 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1835 int i, ix1, iy1, ix2, iy2;
1836 float x1, y1, x2, y2;
1838 float vertex[20][3];
1847 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
1848 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
1849 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
1850 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
1852 if (!r_shadow_scissor.integer)
1855 // if view is inside the light box, just say yes it's visible
1856 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
1859 x1 = y1 = x2 = y2 = 0;
1861 // transform all corners that are infront of the nearclip plane
1862 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
1863 plane4f[3] = r_refdef.view.frustum[4].dist;
1865 for (i = 0;i < 8;i++)
1867 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
1868 dist[i] = DotProduct4(corner[i], plane4f);
1869 sign[i] = dist[i] > 0;
1872 VectorCopy(corner[i], vertex[numvertices]);
1876 // if some points are behind the nearclip, add clipped edge points to make
1877 // sure that the scissor boundary is complete
1878 if (numvertices > 0 && numvertices < 8)
1880 // add clipped edge points
1881 for (i = 0;i < 12;i++)
1883 j = bboxedges[i][0];
1884 k = bboxedges[i][1];
1885 if (sign[j] != sign[k])
1887 f = dist[j] / (dist[j] - dist[k]);
1888 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
1894 // if we have no points to check, the light is behind the view plane
1898 // if we have some points to transform, check what screen area is covered
1899 x1 = y1 = x2 = y2 = 0;
1901 //Con_Printf("%i vertices to transform...\n", numvertices);
1902 for (i = 0;i < numvertices;i++)
1904 VectorCopy(vertex[i], v);
1905 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
1906 //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]);
1909 if (x1 > v2[0]) x1 = v2[0];
1910 if (x2 < v2[0]) x2 = v2[0];
1911 if (y1 > v2[1]) y1 = v2[1];
1912 if (y2 < v2[1]) y2 = v2[1];
1921 // now convert the scissor rectangle to integer screen coordinates
1922 ix1 = (int)(x1 - 1.0f);
1923 iy1 = vid.height - (int)(y2 - 1.0f);
1924 ix2 = (int)(x2 + 1.0f);
1925 iy2 = vid.height - (int)(y1 + 1.0f);
1926 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1928 // clamp it to the screen
1929 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
1930 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
1931 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
1932 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
1934 // if it is inside out, it's not visible
1935 if (ix2 <= ix1 || iy2 <= iy1)
1938 // the light area is visible, set up the scissor rectangle
1939 r_shadow_lightscissor[0] = ix1;
1940 r_shadow_lightscissor[1] = iy1;
1941 r_shadow_lightscissor[2] = ix2 - ix1;
1942 r_shadow_lightscissor[3] = iy2 - iy1;
1944 r_refdef.stats.lights_scissored++;
1948 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
1950 float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
1951 float *normal3f = rsurface.normal3f + 3 * firstvertex;
1952 float *color4f = rsurface.array_color4f + 4 * firstvertex;
1953 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1954 if (r_textureunits.integer >= 3)
1956 if (VectorLength2(diffusecolor) > 0)
1958 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1960 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1961 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
1962 if ((dot = DotProduct(n, v)) < 0)
1964 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1965 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
1968 VectorCopy(ambientcolor, color4f);
1969 if (r_refdef.fogenabled)
1972 f = FogPoint_Model(vertex3f);
1973 VectorScale(color4f, f, color4f);
1980 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1982 VectorCopy(ambientcolor, color4f);
1983 if (r_refdef.fogenabled)
1986 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1987 f = FogPoint_Model(vertex3f);
1988 VectorScale(color4f, f, color4f);
1994 else if (r_textureunits.integer >= 2)
1996 if (VectorLength2(diffusecolor) > 0)
1998 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2000 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2001 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2003 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2004 if ((dot = DotProduct(n, v)) < 0)
2006 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2007 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2008 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2009 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2013 color4f[0] = ambientcolor[0] * distintensity;
2014 color4f[1] = ambientcolor[1] * distintensity;
2015 color4f[2] = ambientcolor[2] * distintensity;
2017 if (r_refdef.fogenabled)
2020 f = FogPoint_Model(vertex3f);
2021 VectorScale(color4f, f, color4f);
2025 VectorClear(color4f);
2031 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2033 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2034 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2036 color4f[0] = ambientcolor[0] * distintensity;
2037 color4f[1] = ambientcolor[1] * distintensity;
2038 color4f[2] = ambientcolor[2] * distintensity;
2039 if (r_refdef.fogenabled)
2042 f = FogPoint_Model(vertex3f);
2043 VectorScale(color4f, f, color4f);
2047 VectorClear(color4f);
2054 if (VectorLength2(diffusecolor) > 0)
2056 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2058 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2059 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2061 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2062 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2063 if ((dot = DotProduct(n, v)) < 0)
2065 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2066 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2067 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2068 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2072 color4f[0] = ambientcolor[0] * distintensity;
2073 color4f[1] = ambientcolor[1] * distintensity;
2074 color4f[2] = ambientcolor[2] * distintensity;
2076 if (r_refdef.fogenabled)
2079 f = FogPoint_Model(vertex3f);
2080 VectorScale(color4f, f, color4f);
2084 VectorClear(color4f);
2090 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2092 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2093 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2095 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2096 color4f[0] = ambientcolor[0] * distintensity;
2097 color4f[1] = ambientcolor[1] * distintensity;
2098 color4f[2] = ambientcolor[2] * distintensity;
2099 if (r_refdef.fogenabled)
2102 f = FogPoint_Model(vertex3f);
2103 VectorScale(color4f, f, color4f);
2107 VectorClear(color4f);
2114 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
2116 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
2119 float *out3f = rsurface.array_texcoord3f + 3 * firstvertex;
2120 const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2121 const float *svector3f = rsurface.svector3f + 3 * firstvertex;
2122 const float *tvector3f = rsurface.tvector3f + 3 * firstvertex;
2123 const float *normal3f = rsurface.normal3f + 3 * firstvertex;
2125 for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
2127 VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
2128 // the cubemap normalizes this for us
2129 out3f[0] = DotProduct(svector3f, lightdir);
2130 out3f[1] = DotProduct(tvector3f, lightdir);
2131 out3f[2] = DotProduct(normal3f, lightdir);
2135 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
2138 float *out3f = rsurface.array_texcoord3f + 3 * firstvertex;
2139 const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2140 const float *svector3f = rsurface.svector3f + 3 * firstvertex;
2141 const float *tvector3f = rsurface.tvector3f + 3 * firstvertex;
2142 const float *normal3f = rsurface.normal3f + 3 * firstvertex;
2143 float lightdir[3], eyedir[3], halfdir[3];
2144 for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
2146 VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
2147 VectorNormalize(lightdir);
2148 VectorSubtract(rsurface.modelorg, vertex3f, eyedir);
2149 VectorNormalize(eyedir);
2150 VectorAdd(lightdir, eyedir, halfdir);
2151 // the cubemap normalizes this for us
2152 out3f[0] = DotProduct(svector3f, halfdir);
2153 out3f[1] = DotProduct(tvector3f, halfdir);
2154 out3f[2] = DotProduct(normal3f, halfdir);
2158 static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2160 // used to display how many times a surface is lit for level design purposes
2161 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2164 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2166 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2167 R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
2168 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
2169 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
2171 R_Mesh_ColorPointer(NULL, 0, 0);
2172 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2173 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
2174 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
2175 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
2176 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
2177 if (rsurface.texture->backgroundcurrentskinframe)
2179 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
2180 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
2181 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
2182 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
2184 //R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap));
2185 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
2186 if(rsurface.texture->colormapping)
2188 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
2189 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
2191 R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
2192 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2193 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
2194 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
2195 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
2196 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2198 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2200 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2201 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2203 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2207 static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, float r, float g, float b)
2209 // shared final code for all the dot3 layers
2211 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2212 for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
2214 GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
2215 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2219 static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
2222 // colorscale accounts for how much we multiply the brightness
2225 // mult is how many times the final pass of the lighting will be
2226 // performed to get more brightness than otherwise possible.
2228 // Limit mult to 64 for sanity sake.
2230 if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
2232 // 3 3D combine path (Geforce3, Radeon 8500)
2233 memset(&m, 0, sizeof(m));
2234 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2235 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2236 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2237 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2238 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2239 m.tex[1] = R_GetTexture(basetexture);
2240 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
2241 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
2242 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
2243 m.texmatrix[1] = rsurface.texture->currenttexmatrix;
2244 m.texcubemap[2] = R_GetTexture(rsurface.rtlight->currentcubemap);
2245 m.pointer_texcoord3f[2] = rsurface.vertex3f;
2246 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
2247 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
2248 m.texmatrix[2] = rsurface.entitytolight;
2249 GL_BlendFunc(GL_ONE, GL_ONE);
2251 else if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
2253 // 2 3D combine path (Geforce3, original Radeon)
2254 memset(&m, 0, sizeof(m));
2255 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2256 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2257 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2258 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2259 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2260 m.tex[1] = R_GetTexture(basetexture);
2261 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
2262 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
2263 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
2264 m.texmatrix[1] = rsurface.texture->currenttexmatrix;
2265 GL_BlendFunc(GL_ONE, GL_ONE);
2267 else if (r_textureunits.integer >= 4 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
2269 // 4 2D combine path (Geforce3, Radeon 8500)
2270 memset(&m, 0, sizeof(m));
2271 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2272 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2273 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2274 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2275 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2276 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2277 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2278 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2279 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2280 m.texmatrix[1] = rsurface.entitytoattenuationz;
2281 m.tex[2] = R_GetTexture(basetexture);
2282 m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
2283 m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
2284 m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
2285 m.texmatrix[2] = rsurface.texture->currenttexmatrix;
2286 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2288 m.texcubemap[3] = R_GetTexture(rsurface.rtlight->currentcubemap);
2289 m.pointer_texcoord3f[3] = rsurface.vertex3f;
2290 m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
2291 m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
2292 m.texmatrix[3] = rsurface.entitytolight;
2294 GL_BlendFunc(GL_ONE, GL_ONE);
2296 else if (r_textureunits.integer >= 3 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
2298 // 3 2D combine path (Geforce3, original Radeon)
2299 memset(&m, 0, sizeof(m));
2300 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2301 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2302 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2303 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2304 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2305 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2306 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2307 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2308 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2309 m.texmatrix[1] = rsurface.entitytoattenuationz;
2310 m.tex[2] = R_GetTexture(basetexture);
2311 m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
2312 m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
2313 m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
2314 m.texmatrix[2] = rsurface.texture->currenttexmatrix;
2315 GL_BlendFunc(GL_ONE, GL_ONE);
2319 // 2/2/2 2D combine path (any dot3 card)
2320 memset(&m, 0, sizeof(m));
2321 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2322 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2323 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2324 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2325 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2326 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2327 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2328 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2329 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2330 m.texmatrix[1] = rsurface.entitytoattenuationz;
2331 R_Mesh_TextureState(&m);
2332 GL_ColorMask(0,0,0,1);
2333 GL_BlendFunc(GL_ONE, GL_ZERO);
2334 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2337 memset(&m, 0, sizeof(m));
2338 m.tex[0] = R_GetTexture(basetexture);
2339 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2340 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2341 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2342 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2343 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2345 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2346 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2347 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2348 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2349 m.texmatrix[1] = rsurface.entitytolight;
2351 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2353 // this final code is shared
2354 R_Mesh_TextureState(&m);
2355 R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
2358 static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
2361 // colorscale accounts for how much we multiply the brightness
2364 // mult is how many times the final pass of the lighting will be
2365 // performed to get more brightness than otherwise possible.
2367 // Limit mult to 64 for sanity sake.
2369 // generate normalization cubemap texcoords
2370 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
2371 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
2373 // 3/2 3D combine path (Geforce3, Radeon 8500)
2374 memset(&m, 0, sizeof(m));
2375 m.tex[0] = R_GetTexture(normalmaptexture);
2376 m.texcombinergb[0] = GL_REPLACE;
2377 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2378 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2379 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2380 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2381 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2382 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2383 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2384 m.pointer_texcoord_bufferobject[1] = 0;
2385 m.pointer_texcoord_bufferoffset[1] = 0;
2386 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
2387 m.pointer_texcoord3f[2] = rsurface.vertex3f;
2388 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
2389 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
2390 m.texmatrix[2] = rsurface.entitytoattenuationxyz;
2391 R_Mesh_TextureState(&m);
2392 GL_ColorMask(0,0,0,1);
2393 GL_BlendFunc(GL_ONE, GL_ZERO);
2394 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2397 memset(&m, 0, sizeof(m));
2398 m.tex[0] = R_GetTexture(basetexture);
2399 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2400 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2401 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2402 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2403 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2405 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2406 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2407 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2408 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2409 m.texmatrix[1] = rsurface.entitytolight;
2411 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2413 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
2415 // 1/2/2 3D combine path (original Radeon)
2416 memset(&m, 0, sizeof(m));
2417 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2418 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2419 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2420 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2421 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2422 R_Mesh_TextureState(&m);
2423 GL_ColorMask(0,0,0,1);
2424 GL_BlendFunc(GL_ONE, GL_ZERO);
2425 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2428 memset(&m, 0, sizeof(m));
2429 m.tex[0] = R_GetTexture(normalmaptexture);
2430 m.texcombinergb[0] = GL_REPLACE;
2431 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2432 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2433 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2434 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2435 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2436 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2437 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2438 m.pointer_texcoord_bufferobject[1] = 0;
2439 m.pointer_texcoord_bufferoffset[1] = 0;
2440 R_Mesh_TextureState(&m);
2441 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2442 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2445 memset(&m, 0, sizeof(m));
2446 m.tex[0] = R_GetTexture(basetexture);
2447 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2448 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2449 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2450 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2451 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2453 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2454 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2455 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2456 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2457 m.texmatrix[1] = rsurface.entitytolight;
2459 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2461 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
2463 // 2/2 3D combine path (original Radeon)
2464 memset(&m, 0, sizeof(m));
2465 m.tex[0] = R_GetTexture(normalmaptexture);
2466 m.texcombinergb[0] = GL_REPLACE;
2467 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2468 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2469 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2470 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2471 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2472 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2473 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2474 m.pointer_texcoord_bufferobject[1] = 0;
2475 m.pointer_texcoord_bufferoffset[1] = 0;
2476 R_Mesh_TextureState(&m);
2477 GL_ColorMask(0,0,0,1);
2478 GL_BlendFunc(GL_ONE, GL_ZERO);
2479 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2482 memset(&m, 0, sizeof(m));
2483 m.tex[0] = R_GetTexture(basetexture);
2484 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2485 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2486 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2487 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2488 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2489 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2490 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2491 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2492 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
2493 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2495 else if (r_textureunits.integer >= 4)
2497 // 4/2 2D combine path (Geforce3, Radeon 8500)
2498 memset(&m, 0, sizeof(m));
2499 m.tex[0] = R_GetTexture(normalmaptexture);
2500 m.texcombinergb[0] = GL_REPLACE;
2501 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2502 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2503 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2504 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2505 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2506 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2507 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2508 m.pointer_texcoord_bufferobject[1] = 0;
2509 m.pointer_texcoord_bufferoffset[1] = 0;
2510 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2511 m.pointer_texcoord3f[2] = rsurface.vertex3f;
2512 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
2513 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
2514 m.texmatrix[2] = rsurface.entitytoattenuationxyz;
2515 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2516 m.pointer_texcoord3f[3] = rsurface.vertex3f;
2517 m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
2518 m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
2519 m.texmatrix[3] = rsurface.entitytoattenuationz;
2520 R_Mesh_TextureState(&m);
2521 GL_ColorMask(0,0,0,1);
2522 GL_BlendFunc(GL_ONE, GL_ZERO);
2523 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2526 memset(&m, 0, sizeof(m));
2527 m.tex[0] = R_GetTexture(basetexture);
2528 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2529 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2530 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2531 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2532 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2534 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2535 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2536 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2537 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2538 m.texmatrix[1] = rsurface.entitytolight;
2540 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2544 // 2/2/2 2D combine path (any dot3 card)
2545 memset(&m, 0, sizeof(m));
2546 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2547 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2548 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2549 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2550 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2551 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2552 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2553 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2554 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2555 m.texmatrix[1] = rsurface.entitytoattenuationz;
2556 R_Mesh_TextureState(&m);
2557 GL_ColorMask(0,0,0,1);
2558 GL_BlendFunc(GL_ONE, GL_ZERO);
2559 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2562 memset(&m, 0, sizeof(m));
2563 m.tex[0] = R_GetTexture(normalmaptexture);
2564 m.texcombinergb[0] = GL_REPLACE;
2565 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2566 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2567 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2568 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2569 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2570 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2571 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2572 m.pointer_texcoord_bufferobject[1] = 0;
2573 m.pointer_texcoord_bufferoffset[1] = 0;
2574 R_Mesh_TextureState(&m);
2575 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2576 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2579 memset(&m, 0, sizeof(m));
2580 m.tex[0] = R_GetTexture(basetexture);
2581 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2582 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2583 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2584 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2585 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2587 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2588 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2589 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2590 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2591 m.texmatrix[1] = rsurface.entitytolight;
2593 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2595 // this final code is shared
2596 R_Mesh_TextureState(&m);
2597 R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
2600 static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
2602 float glossexponent;
2604 // FIXME: detect blendsquare!
2605 //if (!gl_support_blendsquare)
2608 // generate normalization cubemap texcoords
2609 R_Shadow_GenTexCoords_Specular_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
2610 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
2612 // 2/0/0/1/2 3D combine blendsquare path
2613 memset(&m, 0, sizeof(m));
2614 m.tex[0] = R_GetTexture(normalmaptexture);
2615 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2616 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2617 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2618 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2619 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2620 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2621 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2622 m.pointer_texcoord_bufferobject[1] = 0;
2623 m.pointer_texcoord_bufferoffset[1] = 0;
2624 R_Mesh_TextureState(&m);
2625 GL_ColorMask(0,0,0,1);
2626 // this squares the result
2627 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2628 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2630 // second and third pass
2631 R_Mesh_ResetTextureState();
2632 // square alpha in framebuffer a few times to make it shiny
2633 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2634 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
2635 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2638 memset(&m, 0, sizeof(m));
2639 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2640 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2641 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2642 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2643 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2644 R_Mesh_TextureState(&m);
2645 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2646 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2649 memset(&m, 0, sizeof(m));
2650 m.tex[0] = R_GetTexture(glosstexture);
2651 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2652 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2653 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2654 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2655 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2657 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2658 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2659 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2660 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2661 m.texmatrix[1] = rsurface.entitytolight;
2663 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2665 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2667 // 2/0/0/2 3D combine blendsquare path
2668 memset(&m, 0, sizeof(m));
2669 m.tex[0] = R_GetTexture(normalmaptexture);
2670 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2671 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2672 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2673 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2674 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2675 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2676 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2677 m.pointer_texcoord_bufferobject[1] = 0;
2678 m.pointer_texcoord_bufferoffset[1] = 0;
2679 R_Mesh_TextureState(&m);
2680 GL_ColorMask(0,0,0,1);
2681 // this squares the result
2682 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2683 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2685 // second and third pass
2686 R_Mesh_ResetTextureState();
2687 // square alpha in framebuffer a few times to make it shiny
2688 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2689 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
2690 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2693 memset(&m, 0, sizeof(m));
2694 m.tex[0] = R_GetTexture(glosstexture);
2695 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2696 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2697 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2698 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2699 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2700 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2701 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2702 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2703 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
2704 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2708 // 2/0/0/2/2 2D combine blendsquare path
2709 memset(&m, 0, sizeof(m));
2710 m.tex[0] = R_GetTexture(normalmaptexture);
2711 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2712 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2713 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2714 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2715 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2716 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2717 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2718 m.pointer_texcoord_bufferobject[1] = 0;
2719 m.pointer_texcoord_bufferoffset[1] = 0;
2720 R_Mesh_TextureState(&m);
2721 GL_ColorMask(0,0,0,1);
2722 // this squares the result
2723 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2724 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2726 // second and third pass
2727 R_Mesh_ResetTextureState();
2728 // square alpha in framebuffer a few times to make it shiny
2729 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2730 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
2731 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2734 memset(&m, 0, sizeof(m));
2735 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2736 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2737 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2738 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2739 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2740 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2741 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2742 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2743 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2744 m.texmatrix[1] = rsurface.entitytoattenuationz;
2745 R_Mesh_TextureState(&m);
2746 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2747 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2750 memset(&m, 0, sizeof(m));
2751 m.tex[0] = R_GetTexture(glosstexture);
2752 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2753 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2754 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2755 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2756 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2758 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2759 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2760 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2761 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2762 m.texmatrix[1] = rsurface.entitytolight;
2764 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2766 // this final code is shared
2767 R_Mesh_TextureState(&m);
2768 R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
2771 static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2773 // ARB path (any Geforce, any Radeon)
2774 qboolean doambient = ambientscale > 0;
2775 qboolean dodiffuse = diffusescale > 0;
2776 qboolean dospecular = specularscale > 0;
2777 if (!doambient && !dodiffuse && !dospecular)
2779 R_Mesh_ColorPointer(NULL, 0, 0);
2781 R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, ambientscale * r_refdef.view.colorscale);
2783 R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
2787 R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, ambientscale * r_refdef.view.colorscale);
2789 R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
2794 R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, ambientscale * r_refdef.view.colorscale);
2796 R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
2799 R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_refdef.view.colorscale);
2802 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2809 int newnumtriangles;
2813 int maxtriangles = 4096;
2814 int newelements[4096*3];
2815 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2816 for (renders = 0;renders < 64;renders++)
2821 newnumtriangles = 0;
2823 // due to low fillrate on the cards this vertex lighting path is
2824 // designed for, we manually cull all triangles that do not
2825 // contain a lit vertex
2826 // this builds batches of triangles from multiple surfaces and
2827 // renders them at once
2828 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2830 if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2832 if (newnumtriangles)
2834 newfirstvertex = min(newfirstvertex, e[0]);
2835 newlastvertex = max(newlastvertex, e[0]);
2839 newfirstvertex = e[0];
2840 newlastvertex = e[0];
2842 newfirstvertex = min(newfirstvertex, e[1]);
2843 newlastvertex = max(newlastvertex, e[1]);
2844 newfirstvertex = min(newfirstvertex, e[2]);
2845 newlastvertex = max(newlastvertex, e[2]);
2851 if (newnumtriangles >= maxtriangles)
2853 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2854 newnumtriangles = 0;
2860 if (newnumtriangles >= 1)
2862 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2865 // if we couldn't find any lit triangles, exit early
2868 // now reduce the intensity for the next overbright pass
2869 // we have to clamp to 0 here incase the drivers have improper
2870 // handling of negative colors
2871 // (some old drivers even have improper handling of >1 color)
2873 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2875 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2877 c[0] = max(0, c[0] - 1);
2878 c[1] = max(0, c[1] - 1);
2879 c[2] = max(0, c[2] - 1);
2891 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2893 // OpenGL 1.1 path (anything)
2894 float ambientcolorbase[3], diffusecolorbase[3];
2895 float ambientcolorpants[3], diffusecolorpants[3];
2896 float ambientcolorshirt[3], diffusecolorshirt[3];
2898 VectorScale(lightcolorbase, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorbase);
2899 VectorScale(lightcolorbase, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorbase);
2900 VectorScale(lightcolorpants, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorpants);
2901 VectorScale(lightcolorpants, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorpants);
2902 VectorScale(lightcolorshirt, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorshirt);
2903 VectorScale(lightcolorshirt, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorshirt);
2904 memset(&m, 0, sizeof(m));
2905 m.tex[0] = R_GetTexture(basetexture);
2906 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2907 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2908 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2909 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2910 if (r_textureunits.integer >= 2)
2913 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2914 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
2915 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2916 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2917 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2918 if (r_textureunits.integer >= 3)
2920 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2921 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2922 m.texmatrix[2] = rsurface.entitytoattenuationz;
2923 m.pointer_texcoord3f[2] = rsurface.vertex3f;
2924 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
2925 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
2928 R_Mesh_TextureState(&m);
2929 //R_Mesh_TexBind(0, R_GetTexture(basetexture));
2930 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
2933 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2934 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
2938 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2939 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
2943 extern cvar_t gl_lightmaps;
2944 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2946 float ambientscale, diffusescale, specularscale;
2947 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2949 // calculate colors to render this texture with
2950 lightcolorbase[0] = rsurface.rtlight->currentcolor[0] * rsurface.texture->dlightcolor[0];
2951 lightcolorbase[1] = rsurface.rtlight->currentcolor[1] * rsurface.texture->dlightcolor[1];
2952 lightcolorbase[2] = rsurface.rtlight->currentcolor[2] * rsurface.texture->dlightcolor[2];
2953 ambientscale = rsurface.rtlight->ambientscale;
2954 diffusescale = rsurface.rtlight->diffusescale;
2955 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2956 if (!r_shadow_usenormalmap.integer)
2958 ambientscale += 1.0f * diffusescale;
2962 if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2964 RSurf_SetupDepthAndCulling();
2965 nmap = rsurface.texture->currentskinframe->nmap;
2966 if (gl_lightmaps.integer)
2967 nmap = r_texture_blanknormalmap;
2968 if (rsurface.texture->colormapping && !gl_lightmaps.integer)
2970 qboolean dopants = rsurface.texture->currentskinframe->pants != NULL && VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f);
2971 qboolean doshirt = rsurface.texture->currentskinframe->shirt != NULL && VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
2974 lightcolorpants[0] = lightcolorbase[0] * rsurface.colormap_pantscolor[0];
2975 lightcolorpants[1] = lightcolorbase[1] * rsurface.colormap_pantscolor[1];
2976 lightcolorpants[2] = lightcolorbase[2] * rsurface.colormap_pantscolor[2];
2979 VectorClear(lightcolorpants);
2982 lightcolorshirt[0] = lightcolorbase[0] * rsurface.colormap_shirtcolor[0];
2983 lightcolorshirt[1] = lightcolorbase[1] * rsurface.colormap_shirtcolor[1];
2984 lightcolorshirt[2] = lightcolorbase[2] * rsurface.colormap_shirtcolor[2];
2987 VectorClear(lightcolorshirt);
2988 switch (r_shadow_rendermode)
2990 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2991 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2992 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2994 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2995 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2997 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2998 R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
3000 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3001 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
3004 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3010 switch (r_shadow_rendermode)
3012 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3013 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3014 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
3016 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3017 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
3019 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
3020 R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
3022 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3023 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
3026 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3032 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
3034 matrix4x4_t tempmatrix = *matrix;
3035 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3037 // if this light has been compiled before, free the associated data
3038 R_RTLight_Uncompile(rtlight);
3040 // clear it completely to avoid any lingering data
3041 memset(rtlight, 0, sizeof(*rtlight));
3043 // copy the properties
3044 rtlight->matrix_lighttoworld = tempmatrix;
3045 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3046 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3047 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3048 VectorCopy(color, rtlight->color);
3049 rtlight->cubemapname[0] = 0;
3050 if (cubemapname && cubemapname[0])
3051 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3052 rtlight->shadow = shadow;
3053 rtlight->corona = corona;
3054 rtlight->style = style;
3055 rtlight->isstatic = isstatic;
3056 rtlight->coronasizescale = coronasizescale;
3057 rtlight->ambientscale = ambientscale;
3058 rtlight->diffusescale = diffusescale;
3059 rtlight->specularscale = specularscale;
3060 rtlight->flags = flags;
3062 // compute derived data
3063 //rtlight->cullradius = rtlight->radius;
3064 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3065 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3066 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3067 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3068 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3069 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3070 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3073 // compiles rtlight geometry
3074 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3075 void R_RTLight_Compile(rtlight_t *rtlight)
3078 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3079 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3080 entity_render_t *ent = r_refdef.scene.worldentity;
3081 dp_model_t *model = r_refdef.scene.worldmodel;
3082 unsigned char *data;
3085 // compile the light
3086 rtlight->compiled = true;
3087 rtlight->static_numleafs = 0;
3088 rtlight->static_numleafpvsbytes = 0;
3089 rtlight->static_leaflist = NULL;
3090 rtlight->static_leafpvs = NULL;
3091 rtlight->static_numsurfaces = 0;
3092 rtlight->static_surfacelist = NULL;
3093 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3094 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3095 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3096 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3097 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3098 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3100 if (model && model->GetLightInfo)
3102 // this variable must be set for the CompileShadowVolume code
3103 r_shadow_compilingrtlight = rtlight;
3104 R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles);
3105 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs);
3106 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3107 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3108 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3109 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3110 rtlight->static_numsurfaces = numsurfaces;
3111 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3112 rtlight->static_numleafs = numleafs;
3113 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3114 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3115 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3116 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3117 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3118 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3119 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3120 if (rtlight->static_numsurfaces)
3121 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3122 if (rtlight->static_numleafs)
3123 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3124 if (rtlight->static_numleafpvsbytes)
3125 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3126 if (rtlight->static_numshadowtrispvsbytes)
3127 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3128 if (rtlight->static_numlighttrispvsbytes)
3129 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3130 if (model->CompileShadowVolume && rtlight->shadow)
3131 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3132 // now we're done compiling the rtlight
3133 r_shadow_compilingrtlight = NULL;
3137 // use smallest available cullradius - box radius or light radius
3138 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3139 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3141 shadowzpasstris = 0;
3142 if (rtlight->static_meshchain_shadow_zpass)
3143 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3144 shadowzpasstris += mesh->numtriangles;
3146 shadowzfailtris = 0;
3147 if (rtlight->static_meshchain_shadow_zfail)
3148 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3149 shadowzfailtris += mesh->numtriangles;
3152 if (rtlight->static_numlighttrispvsbytes)
3153 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3154 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3158 if (rtlight->static_numlighttrispvsbytes)
3159 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3160 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3163 if (developer.integer >= 10)
3164 Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3167 void R_RTLight_Uncompile(rtlight_t *rtlight)
3169 if (rtlight->compiled)
3171 if (rtlight->static_meshchain_shadow_zpass)
3172 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3173 rtlight->static_meshchain_shadow_zpass = NULL;
3174 if (rtlight->static_meshchain_shadow_zfail)
3175 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3176 rtlight->static_meshchain_shadow_zfail = NULL;
3177 // these allocations are grouped
3178 if (rtlight->static_surfacelist)
3179 Mem_Free(rtlight->static_surfacelist);
3180 rtlight->static_numleafs = 0;
3181 rtlight->static_numleafpvsbytes = 0;
3182 rtlight->static_leaflist = NULL;
3183 rtlight->static_leafpvs = NULL;
3184 rtlight->static_numsurfaces = 0;
3185 rtlight->static_surfacelist = NULL;
3186 rtlight->static_numshadowtrispvsbytes = 0;
3187 rtlight->static_shadowtrispvs = NULL;
3188 rtlight->static_numlighttrispvsbytes = 0;
3189 rtlight->static_lighttrispvs = NULL;
3190 rtlight->compiled = false;
3194 void R_Shadow_UncompileWorldLights(void)
3198 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3199 for (lightindex = 0;lightindex < range;lightindex++)
3201 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3204 R_RTLight_Uncompile(&light->rtlight);
3208 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3212 // reset the count of frustum planes
3213 // see rsurface.rtlight_frustumplanes definition for how much this array
3215 rsurface.rtlight_numfrustumplanes = 0;
3217 // haven't implemented a culling path for ortho rendering
3218 if (!r_refdef.view.useperspective)
3220 // check if the light is on screen and copy the 4 planes if it is
3221 for (i = 0;i < 4;i++)
3222 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3225 for (i = 0;i < 4;i++)
3226 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
3231 // generate a deformed frustum that includes the light origin, this is
3232 // used to cull shadow casting surfaces that can not possibly cast a
3233 // shadow onto the visible light-receiving surfaces, which can be a
3236 // if the light origin is onscreen the result will be 4 planes exactly
3237 // if the light origin is offscreen on only one axis the result will
3238 // be exactly 5 planes (split-side case)
3239 // if the light origin is offscreen on two axes the result will be
3240 // exactly 4 planes (stretched corner case)
3241 for (i = 0;i < 4;i++)
3243 // quickly reject standard frustum planes that put the light
3244 // origin outside the frustum
3245 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3248 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
3250 // if all the standard frustum planes were accepted, the light is onscreen
3251 // otherwise we need to generate some more planes below...
3252 if (rsurface.rtlight_numfrustumplanes < 4)
3254 // at least one of the stock frustum planes failed, so we need to
3255 // create one or two custom planes to enclose the light origin
3256 for (i = 0;i < 4;i++)
3258 // create a plane using the view origin and light origin, and a
3259 // single point from the frustum corner set
3260 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3261 VectorNormalize(plane.normal);
3262 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3263 // see if this plane is backwards and flip it if so
3264 for (j = 0;j < 4;j++)
3265 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3269 VectorNegate(plane.normal, plane.normal);
3271 // flipped plane, test again to see if it is now valid
3272 for (j = 0;j < 4;j++)
3273 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3275 // if the plane is still not valid, then it is dividing the
3276 // frustum and has to be rejected
3280 // we have created a valid plane, compute extra info
3281 PlaneClassify(&plane);
3283 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
3285 // if we've found 5 frustum planes then we have constructed a
3286 // proper split-side case and do not need to keep searching for
3287 // planes to enclose the light origin
3288 if (rsurface.rtlight_numfrustumplanes == 5)
3296 for (i = 0;i < rsurface.rtlight_numfrustumplanes;i++)
3298 plane = rsurface.rtlight_frustumplanes[i];
3299 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
3304 // now add the light-space box planes if the light box is rotated, as any
3305 // caster outside the oriented light box is irrelevant (even if it passed
3306 // the worldspace light box, which is axial)
3307 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3309 for (i = 0;i < 6;i++)
3313 v[i >> 1] = (i & 1) ? -1 : 1;
3314 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3315 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3316 plane.dist = VectorNormalizeLength(plane.normal);
3317 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3318 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
3324 // add the world-space reduced box planes
3325 for (i = 0;i < 6;i++)
3327 VectorClear(plane.normal);
3328 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3329 plane.dist = (i & 1) ? -rsurface.rtlight_cullmaxs[i >> 1] : rsurface.rtlight_cullmins[i >> 1];
3330 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
3339 // reduce all plane distances to tightly fit the rtlight cull box, which
3341 VectorSet(points[0], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
3342 VectorSet(points[1], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
3343 VectorSet(points[2], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
3344 VectorSet(points[3], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
3345 VectorSet(points[4], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
3346 VectorSet(points[5], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
3347 VectorSet(points[6], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
3348 VectorSet(points[7], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
3349 oldnum = rsurface.rtlight_numfrustumplanes;
3350 rsurface.rtlight_numfrustumplanes = 0;
3351 for (j = 0;j < oldnum;j++)
3353 // find the nearest point on the box to this plane
3354 bestdist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[0]);
3355 for (i = 1;i < 8;i++)
3357 dist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[i]);
3358 if (bestdist > dist)
3361 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rsurface.rtlight_frustumplanes[j].normal[0], rsurface.rtlight_frustumplanes[j].normal[1], rsurface.rtlight_frustumplanes[j].normal[2], rsurface.rtlight_frustumplanes[j].dist, bestdist);
3362 // if the nearest point is near or behind the plane, we want this
3363 // plane, otherwise the plane is useless as it won't cull anything
3364 if (rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125)
3366 PlaneClassify(&rsurface.rtlight_frustumplanes[j]);
3367 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = rsurface.rtlight_frustumplanes[j];
3374 void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3379 int surfacelistindex;
3380 msurface_t *surface;
3382 RSurf_ActiveWorldEntity();
3383 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
3385 if (r_refdef.scene.worldentity->model)
3386 r_refdef.scene.worldmodel->DrawShadowMap(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
3387 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3391 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3394 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3395 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3396 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3397 for (;mesh;mesh = mesh->next)
3399 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3400 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3401 GL_LockArrays(0, mesh->numverts);
3402 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3404 // increment stencil if frontface is infront of depthbuffer
3405 GL_CullFace(r_refdef.view.cullface_back);
3406 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
3407 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3408 // decrement stencil if backface is infront of depthbuffer
3409 GL_CullFace(r_refdef.view.cullface_front);
3410 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
3412 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3414 // decrement stencil if backface is behind depthbuffer
3415 GL_CullFace(r_refdef.view.cullface_front);
3416 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
3417 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3418 // increment stencil if frontface is behind depthbuffer
3419 GL_CullFace(r_refdef.view.cullface_back);
3420 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
3422 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3423 GL_LockArrays(0, 0);
3427 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
3429 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3430 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3432 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3433 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3434 if (CHECKPVSBIT(trispvs, t))
3435 shadowmarklist[numshadowmark++] = t;
3437 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3439 else if (numsurfaces)
3440 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
3442 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3445 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3447 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3448 vec_t relativeshadowradius;
3449 RSurf_ActiveModelEntity(ent, false, false);
3450 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3451 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3452 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3453 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3454 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3455 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3456 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3457 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3458 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
3459 ent->model->DrawShadowMap(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3461 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3462 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3465 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3467 // set up properties for rendering light onto this entity
3468 RSurf_ActiveModelEntity(ent, true, true);
3469 GL_AlphaTest(false);
3470 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3471 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3472 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3473 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3474 if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
3475 R_Mesh_TexMatrix(3, &rsurface.entitytolight);
3478 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3480 if (!r_refdef.scene.worldmodel->DrawLight)
3483 // set up properties for rendering light onto this entity
3484 RSurf_ActiveWorldEntity();
3485 GL_AlphaTest(false);
3486 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3487 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3488 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3489 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3490 if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
3491 R_Mesh_TexMatrix(3, &rsurface.entitytolight);
3493 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs);
3495 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3498 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3500 dp_model_t *model = ent->model;
3501 if (!model->DrawLight)
3504 R_Shadow_SetupEntityLight(ent);
3506 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3508 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3512 {{ 0, 0, 0}, "px", true, true, true},
3513 {{ 0, 90, 0}, "py", false, true, false},
3514 {{ 0, 180, 0}, "nx", false, false, true},
3515 {{ 0, 270, 0}, "ny", true, false, false},
3516 {{-90, 180, 0}, "pz", false, false, true},
3517 {{ 90, 180, 0}, "nz", false, false, true}
3520 static const double shadowviewmat16[6][4][4] =
3560 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
3564 int numleafs, numsurfaces;
3565 int *leaflist, *surfacelist;
3566 unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs;
3567 int numlightentities;
3568 int numlightentities_noselfshadow;
3569 int numshadowentities;
3570 int numshadowentities_noselfshadow;
3571 static entity_render_t *lightentities[MAX_EDICTS];
3572 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3573 static entity_render_t *shadowentities[MAX_EDICTS];
3574 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3575 vec3_t nearestpoint;
3577 qboolean castshadows;
3580 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3581 // skip lights that are basically invisible (color 0 0 0)
3582 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
3585 // loading is done before visibility checks because loading should happen
3586 // all at once at the start of a level, not when it stalls gameplay.
3587 // (especially important to benchmarks)
3589 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
3590 R_RTLight_Compile(rtlight);
3592 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
3594 // look up the light style value at this time
3595 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3596 VectorScale(rtlight->color, f, rtlight->currentcolor);
3598 if (rtlight->selected)
3600 f = 2 + sin(realtime * M_PI * 4.0);
3601 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3605 // if lightstyle is currently off, don't draw the light
3606 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3609 // if the light box is offscreen, skip it
3610 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3613 VectorCopy(rtlight->cullmins, rsurface.rtlight_cullmins);
3614 VectorCopy(rtlight->cullmaxs, rsurface.rtlight_cullmaxs);
3616 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3618 // compiled light, world available and can receive realtime lighting
3619 // retrieve leaf information
3620 numleafs = rtlight->static_numleafs;
3621 leaflist = rtlight->static_leaflist;
3622 leafpvs = rtlight->static_leafpvs;
3623 numsurfaces = rtlight->static_numsurfaces;
3624 surfacelist = rtlight->static_surfacelist;
3625 shadowtrispvs = rtlight->static_shadowtrispvs;
3626 lighttrispvs = rtlight->static_lighttrispvs;
3628 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3630 // dynamic light, world available and can receive realtime lighting
3631 // calculate lit surfaces and leafs
3632 R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
3633 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs);
3634 leaflist = r_shadow_buffer_leaflist;
3635 leafpvs = r_shadow_buffer_leafpvs;
3636 surfacelist = r_shadow_buffer_surfacelist;
3637 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3638 lighttrispvs = r_shadow_buffer_lighttrispvs;
3639 // if the reduced leaf bounds are offscreen, skip it
3640 if (R_CullBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
3651 shadowtrispvs = NULL;
3652 lighttrispvs = NULL;
3654 // check if light is illuminating any visible leafs
3657 for (i = 0;i < numleafs;i++)
3658 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3663 // set up a scissor rectangle for this light
3664 if (R_Shadow_ScissorForBBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
3667 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3669 // make a list of lit entities and shadow casting entities
3670 numlightentities = 0;
3671 numlightentities_noselfshadow = 0;
3672 numshadowentities = 0;
3673 numshadowentities_noselfshadow = 0;
3674 // add dynamic entities that are lit by the light
3675 if (r_drawentities.integer)
3677 for (i = 0;i < r_refdef.scene.numentities;i++)
3680 entity_render_t *ent = r_refdef.scene.entities[i];
3682 if (!BoxesOverlap(ent->mins, ent->maxs, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
3684 // skip the object entirely if it is not within the valid
3685 // shadow-casting region (which includes the lit region)
3686 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
3688 if (!(model = ent->model))
3690 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3692 // this entity wants to receive light, is visible, and is
3693 // inside the light box
3694 // TODO: check if the surfaces in the model can receive light
3695 // so now check if it's in a leaf seen by the light
3696 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3698 if (ent->flags & RENDER_NOSELFSHADOW)
3699 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3701 lightentities[numlightentities++] = ent;
3702 // since it is lit, it probably also casts a shadow...
3703 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3704 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3705 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3707 // note: exterior models without the RENDER_NOSELFSHADOW
3708 // flag still create a RENDER_NOSELFSHADOW shadow but
3709 // are lit normally, this means that they are
3710 // self-shadowing but do not shadow other
3711 // RENDER_NOSELFSHADOW entities such as the gun
3712 // (very weird, but keeps the player shadow off the gun)
3713 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3714 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3716 shadowentities[numshadowentities++] = ent;
3719 else if (ent->flags & RENDER_SHADOW)
3721 // this entity is not receiving light, but may still need to
3723 // TODO: check if the surfaces in the model can cast shadow
3724 // now check if it is in a leaf seen by the light
3725 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3727 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3728 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3729 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3731 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3732 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3734 shadowentities[numshadowentities++] = ent;
3740 // return if there's nothing at all to light
3741 if (!numlightentities && !numsurfaces)
3744 // don't let sound skip if going slow
3745 if (r_refdef.scene.extraupdate)
3748 // make this the active rtlight for rendering purposes
3749 R_Shadow_RenderMode_ActiveLight(rtlight);
3750 // count this light in the r_speeds
3751 r_refdef.stats.lights++;
3753 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3755 // optionally draw visible shape of the shadow volumes
3756 // for performance analysis by level designers
3757 R_Shadow_RenderMode_VisibleShadowVolumes();
3759 R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
3760 for (i = 0;i < numshadowentities;i++)
3761 R_Shadow_DrawEntityShadow(shadowentities[i]);
3762 for (i = 0;i < numshadowentities_noselfshadow;i++)
3763 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3766 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3768 // optionally draw the illuminated areas
3769 // for performance analysis by level designers
3770 R_Shadow_RenderMode_VisibleLighting(false, false);
3772 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3773 for (i = 0;i < numlightentities;i++)
3774 R_Shadow_DrawEntityLight(lightentities[i]);
3775 for (i = 0;i < numlightentities_noselfshadow;i++)
3776 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3779 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3781 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3782 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3783 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3784 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3785 lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3786 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapping_maxsize.integer);
3788 if (castshadows && r_shadow_shadowmode >= 1 && r_shadow_shadowmode <= 3 && r_glsl.integer && gl_support_fragment_shader)
3793 r_shadow_shadowmaplod = 0;
3794 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3795 if ((r_shadow_shadowmapping_maxsize.integer >> i) > lodlinear)
3796 r_shadow_shadowmaplod = i;
3798 size = r_shadow_shadowmode == 3 ? r_shadow_shadowmapping_maxsize.integer >> r_shadow_shadowmaplod : lodlinear;
3799 size = bound(1, size, 2048);
3801 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3803 // render shadow casters into 6 sided depth texture
3804 for (side = 0;side < 6;side++)
3806 R_Shadow_RenderMode_ShadowMap(side, true, size);
3808 R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
3809 for (i = 0;i < numshadowentities;i++)
3810 R_Shadow_DrawEntityShadow(shadowentities[i]);
3813 if (numlightentities_noselfshadow)
3815 // render lighting using the depth texture as shadowmap
3816 // draw lighting in the unmasked areas
3817 R_Shadow_RenderMode_Lighting(false, false, true);
3818 for (i = 0;i < numlightentities_noselfshadow;i++)
3819 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3822 // render shadow casters into 6 sided depth texture
3823 for (side = 0;side < 6;side++)
3825 R_Shadow_RenderMode_ShadowMap(side, false, size);
3826 for (i = 0;i < numshadowentities_noselfshadow;i++)
3827 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3830 // render lighting using the depth texture as shadowmap
3831 // draw lighting in the unmasked areas
3832 R_Shadow_RenderMode_Lighting(false, false, true);
3833 // draw lighting in the unmasked areas
3835 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3836 for (i = 0;i < numlightentities;i++)
3837 R_Shadow_DrawEntityLight(lightentities[i]);
3839 else if (castshadows && gl_stencil)
3841 // draw stencil shadow volumes to mask off pixels that are in shadow
3842 // so that they won't receive lighting
3843 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3844 R_Shadow_ClearStencil();
3846 R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
3847 for (i = 0;i < numshadowentities;i++)
3848 R_Shadow_DrawEntityShadow(shadowentities[i]);
3849 if (numlightentities_noselfshadow)
3851 // draw lighting in the unmasked areas
3852 R_Shadow_RenderMode_Lighting(true, false, false);
3853 for (i = 0;i < numlightentities_noselfshadow;i++)
3854 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3856 // optionally draw the illuminated areas
3857 // for performance analysis by level designers
3858 if (r_showlighting.integer && r_refdef.view.showdebug)
3860 R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
3861 for (i = 0;i < numlightentities_noselfshadow;i++)
3862 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3865 for (i = 0;i < numshadowentities_noselfshadow;i++)
3866 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3868 if (numsurfaces + numlightentities)
3870 // draw lighting in the unmasked areas
3871 R_Shadow_RenderMode_Lighting(true, false, false);
3873 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3874 for (i = 0;i < numlightentities;i++)
3875 R_Shadow_DrawEntityLight(lightentities[i]);
3880 if (numsurfaces + numlightentities)
3882 // draw lighting in the unmasked areas
3883 R_Shadow_RenderMode_Lighting(false, false, false);
3885 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3886 for (i = 0;i < numlightentities;i++)
3887 R_Shadow_DrawEntityLight(lightentities[i]);
3888 for (i = 0;i < numlightentities_noselfshadow;i++)
3889 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3894 void R_Shadow_DrawLightSprites(void);
3895 void R_ShadowVolumeLighting(qboolean visible)
3903 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, 2048) ||
3904 (r_shadow_shadowmode != 0) != (r_shadow_shadowmapping.integer != 0) ||
3905 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) ||
3906 r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
3907 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
3908 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
3909 R_Shadow_FreeShadowMaps();
3911 if (r_editlights.integer)
3912 R_Shadow_DrawLightSprites();
3914 R_Shadow_RenderMode_Begin();
3916 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3917 if (r_shadow_debuglight.integer >= 0)
3919 lightindex = r_shadow_debuglight.integer;
3920 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3921 if (light && (light->flags & flag))
3922 R_DrawRTLight(&light->rtlight, visible);
3926 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3927 for (lightindex = 0;lightindex < range;lightindex++)
3929 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3930 if (light && (light->flags & flag))
3931 R_DrawRTLight(&light->rtlight, visible);
3934 if (r_refdef.scene.rtdlight)
3935 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3936 R_DrawRTLight(r_refdef.scene.lights[lnum], visible);
3938 R_Shadow_RenderMode_End();
3941 extern const float r_screenvertex3f[12];
3942 extern void R_SetupView(qboolean allowwaterclippingplane);
3943 extern void R_ResetViewRendering3D(void);
3944 extern void R_ResetViewRendering2D(void);
3945 extern cvar_t r_shadows;
3946 extern cvar_t r_shadows_darken;
3947 extern cvar_t r_shadows_drawafterrtlighting;
3948 extern cvar_t r_shadows_castfrombmodels;
3949 extern cvar_t r_shadows_throwdistance;
3950 extern cvar_t r_shadows_throwdirection;
3951 void R_DrawModelShadows(void)
3954 float relativethrowdistance;
3955 entity_render_t *ent;
3956 vec3_t relativelightorigin;
3957 vec3_t relativelightdirection;
3958 vec3_t relativeshadowmins, relativeshadowmaxs;
3959 vec3_t tmp, shadowdir;
3961 if (!r_drawentities.integer || !gl_stencil)
3965 R_ResetViewRendering3D();
3966 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3967 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3968 R_Shadow_RenderMode_Begin();
3969 R_Shadow_RenderMode_ActiveLight(NULL);
3970 r_shadow_lightscissor[0] = r_refdef.view.x;
3971 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
3972 r_shadow_lightscissor[2] = r_refdef.view.width;
3973 r_shadow_lightscissor[3] = r_refdef.view.height;
3974 R_Shadow_RenderMode_StencilShadowVolumes(false);
3977 if (r_shadows.integer == 2)
3979 Math_atov(r_shadows_throwdirection.string, shadowdir);
3980 VectorNormalize(shadowdir);
3983 R_Shadow_ClearStencil();
3985 for (i = 0;i < r_refdef.scene.numentities;i++)
3987 ent = r_refdef.scene.entities[i];
3989 // cast shadows from anything of the map (submodels are optional)
3990 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
3992 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
3993 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
3994 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
3995 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
3996 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
3999 if(ent->entitynumber != 0)
4001 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4002 int entnum, entnum2, recursion;
4003 entnum = entnum2 = ent->entitynumber;
4004 for(recursion = 32; recursion > 0; --recursion)
4006 entnum2 = cl.entities[entnum].state_current.tagentity;
4007 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4012 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4014 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4015 // transform into modelspace of OUR entity
4016 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4017 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4020 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4023 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4026 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4027 RSurf_ActiveModelEntity(ent, false, false);
4028 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4029 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4033 // not really the right mode, but this will disable any silly stencil features
4034 R_Shadow_RenderMode_End();
4036 // set up ortho view for rendering this pass
4037 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4038 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4039 //GL_ScissorTest(true);
4040 //R_Mesh_Matrix(&identitymatrix);
4041 //R_Mesh_ResetTextureState();
4042 R_ResetViewRendering2D();
4043 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4044 R_Mesh_ColorPointer(NULL, 0, 0);
4045 R_SetupGenericShader(false);
4047 // set up a darkening blend on shadowed areas
4048 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4049 //GL_DepthRange(0, 1);
4050 //GL_DepthTest(false);
4051 //GL_DepthMask(false);
4052 //GL_PolygonOffset(0, 0);CHECKGLERROR
4053 GL_Color(0, 0, 0, r_shadows_darken.value);
4054 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4055 //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
4056 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
4057 qglStencilMask(~0);CHECKGLERROR
4058 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4059 qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
4061 // apply the blend to the shadowed areas
4062 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4064 // restore the viewport
4065 R_SetViewport(&r_refdef.view.viewport);
4067 // restore other state to normal
4068 //R_Shadow_RenderMode_End();
4071 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4074 vec3_t centerorigin;
4075 // if it's too close, skip it
4076 if (VectorLength(rtlight->color) < (1.0f / 256.0f))
4078 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4081 if (usequery && r_numqueries + 2 <= r_maxqueries)
4083 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4084 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4085 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4088 // NOTE: we can't disable depth testing using R_DrawSprite's depthdisable argument, which calls GL_DepthTest, as that's broken in the ATI drivers
4089 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4090 qglDepthFunc(GL_ALWAYS);
4091 R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
4092 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4093 qglDepthFunc(GL_LEQUAL);
4094 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4095 R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
4096 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4099 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4102 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4105 GLint allpixels = 0, visiblepixels = 0;
4106 // now we have to check the query result
4107 if (rtlight->corona_queryindex_visiblepixels)
4110 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4111 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4113 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4114 if (visiblepixels < 1 || allpixels < 1)
4116 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4117 cscale *= rtlight->corona_visibility;
4121 // FIXME: these traces should scan all render entities instead of cl.world
4122 if (CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4125 VectorScale(rtlight->color, cscale, color);
4126 if (VectorLength(color) > (1.0f / 256.0f))
4127 R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, color[0], color[1], color[2], 1);
4130 void R_DrawCoronas(void)
4138 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4140 if (r_waterstate.renderingscene)
4142 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4143 R_Mesh_Matrix(&identitymatrix);
4145 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4147 // check occlusion of coronas
4148 // use GL_ARB_occlusion_query if available
4149 // otherwise use raytraces
4151 usequery = gl_support_arb_occlusion_query && r_coronas_occlusionquery.integer;
4154 GL_ColorMask(0,0,0,0);
4155 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4156 if (r_maxqueries < R_MAX_OCCLUSION_QUERIES)
4159 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4160 r_maxqueries = min(r_maxqueries, R_MAX_OCCLUSION_QUERIES);
4162 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4166 for (lightindex = 0;lightindex < range;lightindex++)
4168 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4171 rtlight = &light->rtlight;
4172 rtlight->corona_visibility = 0;
4173 rtlight->corona_queryindex_visiblepixels = 0;
4174 rtlight->corona_queryindex_allpixels = 0;
4175 if (!(rtlight->flags & flag))
4177 if (rtlight->corona <= 0)
4179 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4181 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4183 for (i = 0;i < r_refdef.scene.numlights;i++)
4185 rtlight = r_refdef.scene.lights[i];
4186 rtlight->corona_visibility = 0;
4187 rtlight->corona_queryindex_visiblepixels = 0;
4188 rtlight->corona_queryindex_allpixels = 0;
4189 if (!(rtlight->flags & flag))
4191 if (rtlight->corona <= 0)
4193 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4196 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4198 // now draw the coronas using the query data for intensity info
4199 for (lightindex = 0;lightindex < range;lightindex++)
4201 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4204 rtlight = &light->rtlight;
4205 if (rtlight->corona_visibility <= 0)
4207 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4209 for (i = 0;i < r_refdef.scene.numlights;i++)
4211 rtlight = r_refdef.scene.lights[i];
4212 if (rtlight->corona_visibility <= 0)
4214 if (gl_flashblend.integer)
4215 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4217 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4223 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
4224 typedef struct suffixinfo_s
4227 qboolean flipx, flipy, flipdiagonal;
4230 static suffixinfo_t suffix[3][6] =
4233 {"px", false, false, false},
4234 {"nx", false, false, false},
4235 {"py", false, false, false},
4236 {"ny", false, false, false},
4237 {"pz", false, false, false},
4238 {"nz", false, false, false}
4241 {"posx", false, false, false},
4242 {"negx", false, false, false},
4243 {"posy", false, false, false},
4244 {"negy", false, false, false},
4245 {"posz", false, false, false},
4246 {"negz", false, false, false}
4249 {"rt", true, false, true},
4250 {"lf", false, true, true},
4251 {"ft", true, true, false},
4252 {"bk", false, false, false},
4253 {"up", true, false, true},
4254 {"dn", true, false, true}
4258 static int componentorder[4] = {0, 1, 2, 3};
4260 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
4262 int i, j, cubemapsize;
4263 unsigned char *cubemappixels, *image_buffer;
4264 rtexture_t *cubemaptexture;
4266 // must start 0 so the first loadimagepixels has no requested width/height
4268 cubemappixels = NULL;
4269 cubemaptexture = NULL;
4270 // keep trying different suffix groups (posx, px, rt) until one loads
4271 for (j = 0;j < 3 && !cubemappixels;j++)
4273 // load the 6 images in the suffix group
4274 for (i = 0;i < 6;i++)
4276 // generate an image name based on the base and and suffix
4277 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
4279 if ((image_buffer = loadimagepixelsbgra(name, false, false)))
4281 // an image loaded, make sure width and height are equal
4282 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
4284 // if this is the first image to load successfully, allocate the cubemap memory
4285 if (!cubemappixels && image_width >= 1)
4287 cubemapsize = image_width;
4288 // note this clears to black, so unavailable sides are black
4289 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
4291 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
4293 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
4296 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
4298 Mem_Free(image_buffer);
4302 // if a cubemap loaded, upload it
4305 if (developer_loading.integer)
4306 Con_Printf("loading cubemap \"%s\"\n", basename);
4308 if (!r_shadow_filters_texturepool)
4309 r_shadow_filters_texturepool = R_AllocTexturePool();
4310 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
4311 Mem_Free(cubemappixels);
4315 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
4316 if (developer_loading.integer)
4318 Con_Printf("(tried tried images ");
4319 for (j = 0;j < 3;j++)
4320 for (i = 0;i < 6;i++)
4321 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
4322 Con_Print(" and was unable to find any of them).\n");
4325 return cubemaptexture;
4328 rtexture_t *R_Shadow_Cubemap(const char *basename)
4331 for (i = 0;i < numcubemaps;i++)
4332 if (!strcasecmp(cubemaps[i].basename, basename))
4333 return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
4334 if (i >= MAX_CUBEMAPS)
4335 return r_texture_whitecube;
4337 strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
4338 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
4339 return cubemaps[i].texture;
4342 void R_Shadow_FreeCubemaps(void)
4345 for (i = 0;i < numcubemaps;i++)
4347 if (developer_loading.integer)
4348 Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
4349 if (cubemaps[i].texture)
4350 R_FreeTexture(cubemaps[i].texture);
4354 R_FreeTexturePool(&r_shadow_filters_texturepool);
4357 dlight_t *R_Shadow_NewWorldLight(void)
4359 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4362 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)
4365 // validate parameters
4366 if (style < 0 || style >= MAX_LIGHTSTYLES)
4368 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4374 // copy to light properties
4375 VectorCopy(origin, light->origin);
4376 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4377 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4378 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4379 light->color[0] = max(color[0], 0);
4380 light->color[1] = max(color[1], 0);
4381 light->color[2] = max(color[2], 0);
4382 light->radius = max(radius, 0);
4383 light->style = style;
4384 light->shadow = shadowenable;
4385 light->corona = corona;
4386 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4387 light->coronasizescale = coronasizescale;
4388 light->ambientscale = ambientscale;
4389 light->diffusescale = diffusescale;
4390 light->specularscale = specularscale;
4391 light->flags = flags;
4393 // update renderable light data
4394 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4395 R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4398 void R_Shadow_FreeWorldLight(dlight_t *light)
4400 if (r_shadow_selectedlight == light)
4401 r_shadow_selectedlight = NULL;
4402 R_RTLight_Uncompile(&light->rtlight);
4403 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4406 void R_Shadow_ClearWorldLights(void)
4410 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4411 for (lightindex = 0;lightindex < range;lightindex++)
4413 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4415 R_Shadow_FreeWorldLight(light);
4417 r_shadow_selectedlight = NULL;
4418 R_Shadow_FreeCubemaps();
4421 void R_Shadow_SelectLight(dlight_t *light)
4423 if (r_shadow_selectedlight)
4424 r_shadow_selectedlight->selected = false;
4425 r_shadow_selectedlight = light;
4426 if (r_shadow_selectedlight)
4427 r_shadow_selectedlight->selected = true;
4430 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4432 // this is never batched (there can be only one)
4433 R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprcursor->tex, r_editlights_sprcursor->tex, false, false, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE, 1, 1, 1, 1);
4436 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4443 // this is never batched (due to the ent parameter changing every time)
4444 // so numsurfaces == 1 and surfacelist[0] == lightnumber
4445 const dlight_t *light = (dlight_t *)ent;
4448 VectorScale(light->color, intensity, spritecolor);
4449 if (VectorLength(spritecolor) < 0.1732f)
4450 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4451 if (VectorLength(spritecolor) > 1.0f)
4452 VectorNormalize(spritecolor);
4454 // draw light sprite
4455 if (light->cubemapname[0] && !light->shadow)
4456 pic = r_editlights_sprcubemapnoshadowlight;
4457 else if (light->cubemapname[0])
4458 pic = r_editlights_sprcubemaplight;
4459 else if (!light->shadow)
4460 pic = r_editlights_sprnoshadowlight;
4462 pic = r_editlights_sprlight;
4463 R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, pic->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, spritecolor[0], spritecolor[1], spritecolor[2], 1);
4464 // draw selection sprite if light is selected
4465 if (light->selected)
4466 R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprselection->tex, r_editlights_sprselection->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, 1, 1, 1, 1);
4467 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4470 void R_Shadow_DrawLightSprites(void)
4474 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4475 for (lightindex = 0;lightindex < range;lightindex++)
4477 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4479 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4481 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4484 void R_Shadow_SelectLightInView(void)
4486 float bestrating, rating, temp[3];
4490 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4493 for (lightindex = 0;lightindex < range;lightindex++)
4495 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4498 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4499 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4502 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4503 if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4505 bestrating = rating;
4510 R_Shadow_SelectLight(best);
4513 void R_Shadow_LoadWorldLights(void)
4515 int n, a, style, shadow, flags;
4516 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4517 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4518 if (cl.worldmodel == NULL)
4520 Con_Print("No map loaded.\n");
4523 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4524 strlcat (name, ".rtlights", sizeof (name));
4525 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4535 for (;COM_Parse(t, true) && strcmp(
4536 if (COM_Parse(t, true))
4538 if (com_token[0] == '!')
4541 origin[0] = atof(com_token+1);
4544 origin[0] = atof(com_token);
4549 while (*s && *s != '\n' && *s != '\r')
4555 // check for modifier flags
4562 #if _MSC_VER >= 1400
4563 #define sscanf sscanf_s
4565 cubemapname[sizeof(cubemapname)-1] = 0;
4566 #if MAX_QPATH != 128
4567 #error update this code if MAX_QPATH changes
4569 a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
4570 #if _MSC_VER >= 1400
4571 , sizeof(cubemapname)
4573 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
4576 flags = LIGHTFLAG_REALTIMEMODE;
4584 coronasizescale = 0.25f;
4586 VectorClear(angles);
4589 if (a < 9 || !strcmp(cubemapname, "\"\""))
4591 // remove quotes on cubemapname
4592 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
4595 namelen = strlen(cubemapname) - 2;
4596 memmove(cubemapname, cubemapname + 1, namelen);
4597 cubemapname[namelen] = '\0';
4601 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);
4604 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4612 Con_Printf("invalid rtlights file \"%s\"\n", name);
4613 Mem_Free(lightsstring);
4617 void R_Shadow_SaveWorldLights(void)
4621 size_t bufchars, bufmaxchars;
4623 char name[MAX_QPATH];
4624 char line[MAX_INPUTLINE];
4625 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
4626 // I hate lines which are 3 times my screen size :( --blub
4629 if (cl.worldmodel == NULL)
4631 Con_Print("No map loaded.\n");
4634 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4635 strlcat (name, ".rtlights", sizeof (name));
4636 bufchars = bufmaxchars = 0;
4638 for (lightindex = 0;lightindex < range;lightindex++)
4640 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4643 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
4644 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4645 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
4646 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
4648 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
4649 if (bufchars + strlen(line) > bufmaxchars)
4651 bufmaxchars = bufchars + strlen(line) + 2048;
4653 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
4657 memcpy(buf, oldbuf, bufchars);
4663 memcpy(buf + bufchars, line, strlen(line));
4664 bufchars += strlen(line);
4668 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
4673 void R_Shadow_LoadLightsFile(void)
4676 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
4677 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
4678 if (cl.worldmodel == NULL)
4680 Con_Print("No map loaded.\n");
4683 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4684 strlcat (name, ".lights", sizeof (name));
4685 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4693 while (*s && *s != '\n' && *s != '\r')
4699 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);
4703 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);
4706 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
4707 radius = bound(15, radius, 4096);
4708 VectorScale(color, (2.0f / (8388608.0f)), color);
4709 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
4717 Con_Printf("invalid lights file \"%s\"\n", name);
4718 Mem_Free(lightsstring);
4722 // tyrlite/hmap2 light types in the delay field
4723 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
4725 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
4727 int entnum, style, islight, skin, pflags, effects, type, n;
4730 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
4731 char key[256], value[MAX_INPUTLINE];
4733 if (cl.worldmodel == NULL)
4735 Con_Print("No map loaded.\n");
4738 // try to load a .ent file first
4739 FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
4740 strlcat (key, ".ent", sizeof (key));
4741 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
4742 // and if that is not found, fall back to the bsp file entity string
4744 data = cl.worldmodel->brush.entities;
4747 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
4749 type = LIGHTTYPE_MINUSX;
4750 origin[0] = origin[1] = origin[2] = 0;
4751 originhack[0] = originhack[1] = originhack[2] = 0;
4752 angles[0] = angles[1] = angles[2] = 0;
4753 color[0] = color[1] = color[2] = 1;
4754 light[0] = light[1] = light[2] = 1;light[3] = 300;
4755 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
4765 if (!COM_ParseToken_Simple(&data, false, false))
4767 if (com_token[0] == '}')
4768 break; // end of entity
4769 if (com_token[0] == '_')
4770 strlcpy(key, com_token + 1, sizeof(key));
4772 strlcpy(key, com_token, sizeof(key));
4773 while (key[strlen(key)-1] == ' ') // remove trailing spaces
4774 key[strlen(key)-1] = 0;
4775 if (!COM_ParseToken_Simple(&data, false, false))
4777 strlcpy(value, com_token, sizeof(value));
4779 // now that we have the key pair worked out...
4780 if (!strcmp("light", key))
4782 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
4786 light[0] = vec[0] * (1.0f / 256.0f);
4787 light[1] = vec[0] * (1.0f / 256.0f);
4788 light[2] = vec[0] * (1.0f / 256.0f);
4794 light[0] = vec[0] * (1.0f / 255.0f);
4795 light[1] = vec[1] * (1.0f / 255.0f);
4796 light[2] = vec[2] * (1.0f / 255.0f);
4800 else if (!strcmp("delay", key))
4802 else if (!strcmp("origin", key))
4803 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
4804 else if (!strcmp("angle", key))
4805 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
4806 else if (!strcmp("angles", key))
4807 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
4808 else if (!strcmp("color", key))
4809 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
4810 else if (!strcmp("wait", key))
4811 fadescale = atof(value);
4812 else if (!strcmp("classname", key))
4814 if (!strncmp(value, "light", 5))
4817 if (!strcmp(value, "light_fluoro"))
4822 overridecolor[0] = 1;
4823 overridecolor[1] = 1;
4824 overridecolor[2] = 1;
4826 if (!strcmp(value, "light_fluorospark"))
4831 overridecolor[0] = 1;
4832 overridecolor[1] = 1;
4833 overridecolor[2] = 1;
4835 if (!strcmp(value, "light_globe"))
4840 overridecolor[0] = 1;
4841 overridecolor[1] = 0.8;
4842 overridecolor[2] = 0.4;
4844 if (!strcmp(value, "light_flame_large_yellow"))
4849 overridecolor[0] = 1;
4850 overridecolor[1] = 0.5;
4851 overridecolor[2] = 0.1;
4853 if (!strcmp(value, "light_flame_small_yellow"))
4858 overridecolor[0] = 1;
4859 overridecolor[1] = 0.5;
4860 overridecolor[2] = 0.1;
4862 if (!strcmp(value, "light_torch_small_white"))
4867 overridecolor[0] = 1;
4868 overridecolor[1] = 0.5;
4869 overridecolor[2] = 0.1;
4871 if (!strcmp(value, "light_torch_small_walltorch"))
4876 overridecolor[0] = 1;
4877 overridecolor[1] = 0.5;
4878 overridecolor[2] = 0.1;
4882 else if (!strcmp("style", key))
4883 style = atoi(value);
4884 else if (!strcmp("skin", key))
4885 skin = (int)atof(value);
4886 else if (!strcmp("pflags", key))
4887 pflags = (int)atof(value);
4888 else if (!strcmp("effects", key))
4889 effects = (int)atof(value);
4890 else if (cl.worldmodel->type == mod_brushq3)
4892 if (!strcmp("scale", key))
4893 lightscale = atof(value);
4894 if (!strcmp("fade", key))
4895 fadescale = atof(value);
4900 if (lightscale <= 0)
4904 if (color[0] == color[1] && color[0] == color[2])
4906 color[0] *= overridecolor[0];
4907 color[1] *= overridecolor[1];
4908 color[2] *= overridecolor[2];
4910 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
4911 color[0] = color[0] * light[0];
4912 color[1] = color[1] * light[1];
4913 color[2] = color[2] * light[2];
4916 case LIGHTTYPE_MINUSX:
4918 case LIGHTTYPE_RECIPX:
4920 VectorScale(color, (1.0f / 16.0f), color);
4922 case LIGHTTYPE_RECIPXX:
4924 VectorScale(color, (1.0f / 16.0f), color);
4927 case LIGHTTYPE_NONE:
4931 case LIGHTTYPE_MINUSXX:
4934 VectorAdd(origin, originhack, origin);
4936 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);
4939 Mem_Free(entfiledata);
4943 void R_Shadow_SetCursorLocationForView(void)
4946 vec3_t dest, endpos;
4948 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
4949 trace = CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
4950 if (trace.fraction < 1)
4952 dist = trace.fraction * r_editlights_cursordistance.value;
4953 push = r_editlights_cursorpushback.value;
4957 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
4958 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
4962 VectorClear( endpos );
4964 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
4965 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
4966 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
4969 void R_Shadow_UpdateWorldLightSelection(void)
4971 if (r_editlights.integer)
4973 R_Shadow_SetCursorLocationForView();
4974 R_Shadow_SelectLightInView();
4977 R_Shadow_SelectLight(NULL);
4980 void R_Shadow_EditLights_Clear_f(void)
4982 R_Shadow_ClearWorldLights();
4985 void R_Shadow_EditLights_Reload_f(void)
4989 strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
4990 R_Shadow_ClearWorldLights();
4991 R_Shadow_LoadWorldLights();
4992 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
4994 R_Shadow_LoadLightsFile();
4995 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
4996 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5000 void R_Shadow_EditLights_Save_f(void)
5004 R_Shadow_SaveWorldLights();
5007 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5009 R_Shadow_ClearWorldLights();
5010 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5013 void R_Shadow_EditLights_ImportLightsFile_f(void)
5015 R_Shadow_ClearWorldLights();
5016 R_Shadow_LoadLightsFile();
5019 void R_Shadow_EditLights_Spawn_f(void)
5022 if (!r_editlights.integer)
5024 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5027 if (Cmd_Argc() != 1)
5029 Con_Print("r_editlights_spawn does not take parameters\n");
5032 color[0] = color[1] = color[2] = 1;
5033 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5036 void R_Shadow_EditLights_Edit_f(void)
5038 vec3_t origin, angles, color;
5039 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5040 int style, shadows, flags, normalmode, realtimemode;
5041 char cubemapname[MAX_INPUTLINE];
5042 if (!r_editlights.integer)
5044 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5047 if (!r_shadow_selectedlight)
5049 Con_Print("No selected light.\n");
5052 VectorCopy(r_shadow_selectedlight->origin, origin);
5053 VectorCopy(r_shadow_selectedlight->angles, angles);
5054 VectorCopy(r_shadow_selectedlight->color, color);
5055 radius = r_shadow_selectedlight->radius;
5056 style = r_shadow_selectedlight->style;
5057 if (r_shadow_selectedlight->cubemapname)
5058 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5061 shadows = r_shadow_selectedlight->shadow;
5062 corona = r_shadow_selectedlight->corona;
5063 coronasizescale = r_shadow_selectedlight->coronasizescale;
5064 ambientscale = r_shadow_selectedlight->ambientscale;
5065 diffusescale = r_shadow_selectedlight->diffusescale;
5066 specularscale = r_shadow_selectedlight->specularscale;
5067 flags = r_shadow_selectedlight->flags;
5068 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5069 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5070 if (!strcmp(Cmd_Argv(1), "origin"))
5072 if (Cmd_Argc() != 5)
5074 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5077 origin[0] = atof(Cmd_Argv(2));
5078 origin[1] = atof(Cmd_Argv(3));
5079 origin[2] = atof(Cmd_Argv(4));
5081 else if (!strcmp(Cmd_Argv(1), "originx"))
5083 if (Cmd_Argc() != 3)
5085 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5088 origin[0] = atof(Cmd_Argv(2));
5090 else if (!strcmp(Cmd_Argv(1), "originy"))
5092 if (Cmd_Argc() != 3)
5094 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5097 origin[1] = atof(Cmd_Argv(2));
5099 else if (!strcmp(Cmd_Argv(1), "originz"))
5101 if (Cmd_Argc() != 3)
5103 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5106 origin[2] = atof(Cmd_Argv(2));
5108 else if (!strcmp(Cmd_Argv(1), "move"))
5110 if (Cmd_Argc() != 5)
5112 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5115 origin[0] += atof(Cmd_Argv(2));
5116 origin[1] += atof(Cmd_Argv(3));
5117 origin[2] += atof(Cmd_Argv(4));
5119 else if (!strcmp(Cmd_Argv(1), "movex"))
5121 if (Cmd_Argc() != 3)
5123 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5126 origin[0] += atof(Cmd_Argv(2));
5128 else if (!strcmp(Cmd_Argv(1), "movey"))
5130 if (Cmd_Argc() != 3)
5132 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5135 origin[1] += atof(Cmd_Argv(2));
5137 else if (!strcmp(Cmd_Argv(1), "movez"))
5139 if (Cmd_Argc() != 3)
5141 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5144 origin[2] += atof(Cmd_Argv(2));
5146 else if (!strcmp(Cmd_Argv(1), "angles"))
5148 if (Cmd_Argc() != 5)
5150 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5153 angles[0] = atof(Cmd_Argv(2));
5154 angles[1] = atof(Cmd_Argv(3));
5155 angles[2] = atof(Cmd_Argv(4));
5157 else if (!strcmp(Cmd_Argv(1), "anglesx"))
5159 if (Cmd_Argc() != 3)
5161 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5164 angles[0] = atof(Cmd_Argv(2));
5166 else if (!strcmp(Cmd_Argv(1), "anglesy"))
5168 if (Cmd_Argc() != 3)
5170 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5173 angles[1] = atof(Cmd_Argv(2));
5175 else if (!strcmp(Cmd_Argv(1), "anglesz"))
5177 if (Cmd_Argc() != 3)
5179 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5182 angles[2] = atof(Cmd_Argv(2));
5184 else if (!strcmp(Cmd_Argv(1), "color"))
5186 if (Cmd_Argc() != 5)
5188 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5191 color[0] = atof(Cmd_Argv(2));
5192 color[1] = atof(Cmd_Argv(3));
5193 color[2] = atof(Cmd_Argv(4));
5195 else if (!strcmp(Cmd_Argv(1), "radius"))
5197 if (Cmd_Argc() != 3)
5199 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5202 radius = atof(Cmd_Argv(2));
5204 else if (!strcmp(Cmd_Argv(1), "colorscale"))
5206 if (Cmd_Argc() == 3)
5208 double scale = atof(Cmd_Argv(2));
5215 if (Cmd_Argc() != 5)
5217 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
5220 color[0] *= atof(Cmd_Argv(2));
5221 color[1] *= atof(Cmd_Argv(3));
5222 color[2] *= atof(Cmd_Argv(4));
5225 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5227 if (Cmd_Argc() != 3)
5229 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5232 radius *= atof(Cmd_Argv(2));
5234 else if (!strcmp(Cmd_Argv(1), "style"))
5236 if (Cmd_Argc() != 3)
5238 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5241 style = atoi(Cmd_Argv(2));
5243 else if (!strcmp(Cmd_Argv(1), "cubemap"))
5247 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5250 if (Cmd_Argc() == 3)
5251 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5255 else if (!strcmp(Cmd_Argv(1), "shadows"))
5257 if (Cmd_Argc() != 3)
5259 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5262 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5264 else if (!strcmp(Cmd_Argv(1), "corona"))
5266 if (Cmd_Argc() != 3)
5268 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5271 corona = atof(Cmd_Argv(2));
5273 else if (!strcmp(Cmd_Argv(1), "coronasize"))
5275 if (Cmd_Argc() != 3)
5277 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5280 coronasizescale = atof(Cmd_Argv(2));
5282 else if (!strcmp(Cmd_Argv(1), "ambient"))
5284 if (Cmd_Argc() != 3)
5286 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5289 ambientscale = atof(Cmd_Argv(2));
5291 else if (!strcmp(Cmd_Argv(1), "diffuse"))
5293 if (Cmd_Argc() != 3)
5295 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5298 diffusescale = atof(Cmd_Argv(2));
5300 else if (!strcmp(Cmd_Argv(1), "specular"))
5302 if (Cmd_Argc() != 3)
5304 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5307 specularscale = atof(Cmd_Argv(2));
5309 else if (!strcmp(Cmd_Argv(1), "normalmode"))
5311 if (Cmd_Argc() != 3)
5313 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5316 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5318 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5320 if (Cmd_Argc() != 3)
5322 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5325 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5329 Con_Print("usage: r_editlights_edit [property] [value]\n");
5330 Con_Print("Selected light's properties:\n");
5331 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5332 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5333 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5334 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
5335 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
5336 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
5337 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5338 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
5339 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
5340 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
5341 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
5342 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
5343 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5344 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5347 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5348 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5351 void R_Shadow_EditLights_EditAll_f(void)
5357 if (!r_editlights.integer)
5359 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5363 // EditLights doesn't seem to have a "remove" command or something so:
5364 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5365 for (lightindex = 0;lightindex < range;lightindex++)
5367 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5370 R_Shadow_SelectLight(light);
5371 R_Shadow_EditLights_Edit_f();
5375 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5377 int lightnumber, lightcount;
5378 size_t lightindex, range;
5382 if (!r_editlights.integer)
5384 x = vid_conwidth.value - 240;
5386 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5389 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5390 for (lightindex = 0;lightindex < range;lightindex++)
5392 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5395 if (light == r_shadow_selectedlight)
5396 lightnumber = lightindex;
5399 dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
5400 dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
5402 if (r_shadow_selectedlight == NULL)
5404 dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5405 dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5406 dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5407 dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5408 dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5409 dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5410 dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5411 dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5412 dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5413 dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5414 dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5415 dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5416 dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5417 dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5418 dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5421 void R_Shadow_EditLights_ToggleShadow_f(void)
5423 if (!r_editlights.integer)
5425 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5428 if (!r_shadow_selectedlight)
5430 Con_Print("No selected light.\n");
5433 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);
5436 void R_Shadow_EditLights_ToggleCorona_f(void)
5438 if (!r_editlights.integer)
5440 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5443 if (!r_shadow_selectedlight)
5445 Con_Print("No selected light.\n");
5448 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);
5451 void R_Shadow_EditLights_Remove_f(void)
5453 if (!r_editlights.integer)
5455 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
5458 if (!r_shadow_selectedlight)
5460 Con_Print("No selected light.\n");
5463 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5464 r_shadow_selectedlight = NULL;
5467 void R_Shadow_EditLights_Help_f(void)
5470 "Documentation on r_editlights system:\n"
5472 "r_editlights : enable/disable editing mode\n"
5473 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5474 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5475 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5476 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5477 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5479 "r_editlights_help : this help\n"
5480 "r_editlights_clear : remove all lights\n"
5481 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5482 "r_editlights_save : save to .rtlights file\n"
5483 "r_editlights_spawn : create a light with default settings\n"
5484 "r_editlights_edit command : edit selected light - more documentation below\n"
5485 "r_editlights_remove : remove selected light\n"
5486 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5487 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5488 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5490 "origin x y z : set light location\n"
5491 "originx x: set x component of light location\n"
5492 "originy y: set y component of light location\n"
5493 "originz z: set z component of light location\n"
5494 "move x y z : adjust light location\n"
5495 "movex x: adjust x component of light location\n"
5496 "movey y: adjust y component of light location\n"
5497 "movez z: adjust z component of light location\n"
5498 "angles x y z : set light angles\n"
5499 "anglesx x: set x component of light angles\n"
5500 "anglesy y: set y component of light angles\n"
5501 "anglesz z: set z component of light angles\n"
5502 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5503 "radius radius : set radius (size) of light\n"
5504 "colorscale grey : multiply color of light (1 does nothing)\n"
5505 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5506 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5507 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5508 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5509 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5510 "shadows 1/0 : turn on/off shadows\n"
5511 "corona n : set corona intensity\n"
5512 "coronasize n : set corona size (0-1)\n"
5513 "ambient n : set ambient intensity (0-1)\n"
5514 "diffuse n : set diffuse intensity (0-1)\n"
5515 "specular n : set specular intensity (0-1)\n"
5516 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
5517 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
5518 "<nothing> : print light properties to console\n"
5522 void R_Shadow_EditLights_CopyInfo_f(void)
5524 if (!r_editlights.integer)
5526 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
5529 if (!r_shadow_selectedlight)
5531 Con_Print("No selected light.\n");
5534 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
5535 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
5536 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
5537 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
5538 if (r_shadow_selectedlight->cubemapname)
5539 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
5541 r_shadow_bufferlight.cubemapname[0] = 0;
5542 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
5543 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
5544 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
5545 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
5546 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
5547 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
5548 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
5551 void R_Shadow_EditLights_PasteInfo_f(void)
5553 if (!r_editlights.integer)
5555 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
5558 if (!r_shadow_selectedlight)
5560 Con_Print("No selected light.\n");
5563 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);
5566 void R_Shadow_EditLights_Init(void)
5568 Cvar_RegisterVariable(&r_editlights);
5569 Cvar_RegisterVariable(&r_editlights_cursordistance);
5570 Cvar_RegisterVariable(&r_editlights_cursorpushback);
5571 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
5572 Cvar_RegisterVariable(&r_editlights_cursorgrid);
5573 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
5574 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
5575 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
5576 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)");
5577 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
5578 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
5579 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
5580 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)");
5581 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
5582 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
5583 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
5584 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
5585 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
5586 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
5587 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)");
5593 =============================================================================
5597 =============================================================================
5600 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
5602 VectorClear(diffusecolor);
5603 VectorClear(diffusenormal);
5605 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
5607 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient * (2.0f / 128.0f);
5608 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
5611 VectorSet(ambientcolor, 1, 1, 1);
5618 for (i = 0;i < r_refdef.scene.numlights;i++)
5620 light = r_refdef.scene.lights[i];
5621 Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
5622 f = 1 - VectorLength2(v);
5623 if (f > 0 && CL_Move(p, vec3_origin, vec3_origin, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
5624 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);