3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_STENCIL,
149 R_SHADOW_RENDERMODE_STENCILTWOSIDE,
150 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
151 R_SHADOW_RENDERMODE_LIGHT_DOT3,
152 R_SHADOW_RENDERMODE_LIGHT_GLSL,
153 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
154 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
156 r_shadow_rendermode_t;
158 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
159 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
162 mempool_t *r_shadow_mempool;
164 int maxshadowelements;
178 int r_shadow_buffer_numleafpvsbytes;
179 unsigned char *r_shadow_buffer_leafpvs;
180 int *r_shadow_buffer_leaflist;
182 int r_shadow_buffer_numsurfacepvsbytes;
183 unsigned char *r_shadow_buffer_surfacepvs;
184 int *r_shadow_buffer_surfacelist;
186 rtexturepool_t *r_shadow_texturepool;
187 rtexture_t *r_shadow_attenuation2dtexture;
188 rtexture_t *r_shadow_attenuation3dtexture;
190 // lights are reloaded when this changes
191 char r_shadow_mapname[MAX_QPATH];
193 // used only for light filters (cubemaps)
194 rtexturepool_t *r_shadow_filters_texturepool;
196 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"};
197 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"};
198 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
199 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)"};
200 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
201 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
202 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
203 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
204 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
205 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
206 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
207 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
208 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
209 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal culling optimizations on dynamic lights (slow! you probably don't want this!)"};
210 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)"};
211 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
212 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"};
213 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
214 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
215 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"};
216 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)"};
217 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
218 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
219 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_shadow_glsl lighting)"};
220 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
221 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
222 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
223 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0", "enables offset mapping effect (also known as parallax mapping or sometimes as virtual displacement mapping, not as good as relief mapping or silohuette mapping but much faster), can cause strange artifacts on many textures, requires bumpmaps for depth information (normalmaps can have depth information as alpha channel, but most do not)"};
224 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04", "how deep the offset mapping effect is, and whether it is inward or outward"};
225 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04", "pushes the effect closer/further"};
226 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0", "use half and hvec variables in GLSL shader for a speed gain (NVIDIA only)"};
227 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1", "normalize bumpmap texels in GLSL shader, produces a more rounded look on small bumps and dents"};
228 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
229 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
230 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
231 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
232 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
233 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
234 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
236 float r_shadow_attenpower, r_shadow_attenscale;
238 rtlight_t *r_shadow_compilingrtlight;
239 dlight_t *r_shadow_worldlightchain;
240 dlight_t *r_shadow_selectedlight;
241 dlight_t r_shadow_bufferlight;
242 vec3_t r_editlights_cursorlocation;
244 rtexture_t *lighttextures[5];
246 extern int con_vislines;
248 typedef struct cubemapinfo_s
255 #define MAX_CUBEMAPS 256
256 static int numcubemaps;
257 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
259 #define SHADERPERMUTATION_COLORMAPPING (1<<0)
260 #define SHADERPERMUTATION_SPECULAR (1<<1)
261 #define SHADERPERMUTATION_FOG (1<<2)
262 #define SHADERPERMUTATION_CUBEFILTER (1<<3)
263 #define SHADERPERMUTATION_OFFSETMAPPING (1<<4)
264 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<5)
265 #define SHADERPERMUTATION_GEFORCEFX (1<<6)
266 #define SHADERPERMUTATION_COUNT (1<<7)
268 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
270 void R_Shadow_UncompileWorldLights(void);
271 void R_Shadow_ClearWorldLights(void);
272 void R_Shadow_SaveWorldLights(void);
273 void R_Shadow_LoadWorldLights(void);
274 void R_Shadow_LoadLightsFile(void);
275 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
276 void R_Shadow_EditLights_Reload_f(void);
277 void R_Shadow_ValidateCvars(void);
278 static void R_Shadow_MakeTextures(void);
279 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
281 const char *builtinshader_light_vert =
282 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
283 "// written by Forest 'LordHavoc' Hale\n"
285 "// use half floats if available for math performance\n"
287 "#define myhalf half\n"
288 "#define myhvec2 hvec2\n"
289 "#define myhvec3 hvec3\n"
290 "#define myhvec4 hvec4\n"
292 "#define myhalf float\n"
293 "#define myhvec2 vec2\n"
294 "#define myhvec3 vec3\n"
295 "#define myhvec4 vec4\n"
298 "uniform vec3 LightPosition;\n"
300 "varying vec2 TexCoord;\n"
301 "varying myhvec3 CubeVector;\n"
302 "varying vec3 LightVector;\n"
304 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
305 "uniform vec3 EyePosition;\n"
306 "varying vec3 EyeVector;\n"
309 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
313 " // copy the surface texcoord\n"
314 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
316 " // transform vertex position into light attenuation/cubemap space\n"
317 " // (-1 to +1 across the light box)\n"
318 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
320 " // transform unnormalized light direction into tangent space\n"
321 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
322 " // normalize it per pixel)\n"
323 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
324 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
325 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
326 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
328 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
329 " // transform unnormalized eye direction into tangent space\n"
330 " vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
331 " EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
332 " EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
333 " EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
336 " // transform vertex to camera space, using ftransform to match non-VS\n"
338 " gl_Position = ftransform();\n"
342 const char *builtinshader_light_frag =
343 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
344 "// written by Forest 'LordHavoc' Hale\n"
346 "// use half floats if available for math performance\n"
348 "#define myhalf half\n"
349 "#define myhvec2 hvec2\n"
350 "#define myhvec3 hvec3\n"
351 "#define myhvec4 hvec4\n"
353 "#define myhalf float\n"
354 "#define myhvec2 vec2\n"
355 "#define myhvec3 vec3\n"
356 "#define myhvec4 vec4\n"
359 "uniform myhvec3 LightColor;\n"
360 "#ifdef USEOFFSETMAPPING\n"
361 "uniform myhalf OffsetMapping_Scale;\n"
362 "uniform myhalf OffsetMapping_Bias;\n"
364 "#ifdef USESPECULAR\n"
365 "uniform myhalf SpecularPower;\n"
368 "uniform myhalf FogRangeRecip;\n"
370 "uniform myhalf AmbientScale;\n"
371 "uniform myhalf DiffuseScale;\n"
372 "#ifdef USESPECULAR\n"
373 "uniform myhalf SpecularScale;\n"
376 "#ifdef USECOLORMAPPING\n"
377 "uniform myhvec3 Color_Pants;\n"
378 "uniform myhvec3 Color_Shirt;\n"
381 "uniform sampler2D Texture_Normal;\n"
382 "uniform sampler2D Texture_Color;\n"
383 "uniform sampler2D Texture_Pants;\n"
384 "uniform sampler2D Texture_Shirt;\n"
385 "#ifdef USESPECULAR\n"
386 "uniform sampler2D Texture_Gloss;\n"
388 "#ifdef USECUBEFILTER\n"
389 "uniform samplerCube Texture_Cube;\n"
392 "uniform sampler2D Texture_FogMask;\n"
395 "varying vec2 TexCoord;\n"
396 "varying myhvec3 CubeVector;\n"
397 "varying vec3 LightVector;\n"
398 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
399 "varying vec3 EyeVector;\n"
406 " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
407 " // center and sharp falloff at the edge, this is about the most efficient\n"
408 " // we can get away with as far as providing illumination.\n"
410 " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
411 " // provide significant illumination, large = slow = pain.\n"
412 " myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
416 " colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
419 "#ifdef USEOFFSETMAPPING\n"
420 " // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
421 " myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
422 " myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
423 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
424 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
425 "#define TexCoord TexCoordOffset\n"
428 " // get the surface normal\n"
429 "#ifdef SURFACENORMALIZE\n"
430 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
432 " myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
435 " // calculate shading\n"
436 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
437 " myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord));\n"
438 "#ifdef USECOLORMAPPING\n"
439 " color += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
441 " color *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
442 "#ifdef USESPECULAR\n"
443 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
444 " color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
447 "#ifdef USECUBEFILTER\n"
448 " // apply light cubemap filter\n"
449 " color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
452 " // calculate fragment color (apply light color and attenuation/fog scaling)\n"
453 " gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
457 void r_shadow_start(void)
460 // use half float math where available (speed gain on NVIDIA GFFX and GF6)
461 if (gl_support_half_float)
462 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
463 // allocate vertex processing arrays
465 r_shadow_attenuation2dtexture = NULL;
466 r_shadow_attenuation3dtexture = NULL;
467 r_shadow_texturepool = NULL;
468 r_shadow_filters_texturepool = NULL;
469 R_Shadow_ValidateCvars();
470 R_Shadow_MakeTextures();
471 maxshadowelements = 0;
472 shadowelements = NULL;
480 shadowmarklist = NULL;
482 r_shadow_buffer_numleafpvsbytes = 0;
483 r_shadow_buffer_leafpvs = NULL;
484 r_shadow_buffer_leaflist = NULL;
485 r_shadow_buffer_numsurfacepvsbytes = 0;
486 r_shadow_buffer_surfacepvs = NULL;
487 r_shadow_buffer_surfacelist = NULL;
488 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
489 r_shadow_program_light[i] = 0;
490 if (gl_support_fragment_shader)
492 char *vertstring, *fragstring;
493 int vertstrings_count;
494 int fragstrings_count;
495 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
496 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
497 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false, NULL);
498 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false, NULL);
499 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
501 char permutationname[256];
502 vertstrings_count = 0;
503 fragstrings_count = 0;
504 permutationname[0] = 0;
505 if (i & SHADERPERMUTATION_COLORMAPPING)
507 vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n";
508 fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n";
509 strlcat(permutationname, " colormapping", sizeof(permutationname));
511 if (i & SHADERPERMUTATION_SPECULAR)
513 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
514 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
515 strlcat(permutationname, " specular", sizeof(permutationname));
517 if (i & SHADERPERMUTATION_FOG)
519 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
520 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
521 strlcat(permutationname, " fog", sizeof(permutationname));
523 if (i & SHADERPERMUTATION_CUBEFILTER)
525 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
526 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
527 strlcat(permutationname, " cubefilter", sizeof(permutationname));
529 if (i & SHADERPERMUTATION_OFFSETMAPPING)
531 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
532 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
533 strlcat(permutationname, " offsetmapping", sizeof(permutationname));
535 if (i & SHADERPERMUTATION_SURFACENORMALIZE)
537 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
538 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
539 strlcat(permutationname, " surfacenormalize", sizeof(permutationname));
541 if (i & SHADERPERMUTATION_GEFORCEFX)
543 // if the extension does not exist, don't try to compile it
544 if (!gl_support_half_float)
546 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
547 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
548 strlcat(permutationname, " halffloat", sizeof(permutationname));
550 vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
551 fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
552 r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
553 if (!r_shadow_program_light[i])
555 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/light");
558 qglUseProgramObjectARB(r_shadow_program_light[i]);
559 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
560 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
561 if (i & SHADERPERMUTATION_SPECULAR)
563 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
565 if (i & SHADERPERMUTATION_CUBEFILTER)
567 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
569 if (i & SHADERPERMUTATION_FOG)
571 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
573 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Pants"), 5);CHECKGLERROR
574 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Shirt"), 6);CHECKGLERROR
576 qglUseProgramObjectARB(0);
578 Mem_Free(fragstring);
580 Mem_Free(vertstring);
584 void r_shadow_shutdown(void)
587 R_Shadow_UncompileWorldLights();
588 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
590 if (r_shadow_program_light[i])
592 GL_Backend_FreeProgram(r_shadow_program_light[i]);
593 r_shadow_program_light[i] = 0;
597 r_shadow_attenuation2dtexture = NULL;
598 r_shadow_attenuation3dtexture = NULL;
599 R_FreeTexturePool(&r_shadow_texturepool);
600 R_FreeTexturePool(&r_shadow_filters_texturepool);
601 maxshadowelements = 0;
603 Mem_Free(shadowelements);
604 shadowelements = NULL;
607 Mem_Free(vertexupdate);
610 Mem_Free(vertexremap);
616 Mem_Free(shadowmark);
619 Mem_Free(shadowmarklist);
620 shadowmarklist = NULL;
622 r_shadow_buffer_numleafpvsbytes = 0;
623 if (r_shadow_buffer_leafpvs)
624 Mem_Free(r_shadow_buffer_leafpvs);
625 r_shadow_buffer_leafpvs = NULL;
626 if (r_shadow_buffer_leaflist)
627 Mem_Free(r_shadow_buffer_leaflist);
628 r_shadow_buffer_leaflist = NULL;
629 r_shadow_buffer_numsurfacepvsbytes = 0;
630 if (r_shadow_buffer_surfacepvs)
631 Mem_Free(r_shadow_buffer_surfacepvs);
632 r_shadow_buffer_surfacepvs = NULL;
633 if (r_shadow_buffer_surfacelist)
634 Mem_Free(r_shadow_buffer_surfacelist);
635 r_shadow_buffer_surfacelist = NULL;
638 void r_shadow_newmap(void)
642 void R_Shadow_Help_f(void)
645 "Documentation on r_shadow system:\n"
647 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
648 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
649 "r_shadow_debuglight : render only this light number (-1 = all)\n"
650 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
651 "r_shadow_gloss2intensity : brightness of forced gloss\n"
652 "r_shadow_glossintensity : brightness of textured gloss\n"
653 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
654 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
655 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
656 "r_shadow_portallight : use portal visibility for static light precomputation\n"
657 "r_shadow_projectdistance : shadow volume projection distance\n"
658 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
659 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
660 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
661 "r_shadow_realtime_world : use high quality world lighting mode\n"
662 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
663 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
664 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
665 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
666 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
667 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
668 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
669 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
670 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
671 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
672 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
673 "r_shadow_scissor : use scissor optimization\n"
674 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
675 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
676 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
677 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
678 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
680 "r_shadow_help : this help\n"
684 void R_Shadow_Init(void)
686 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
687 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
688 Cvar_RegisterVariable(&r_shadow_debuglight);
689 Cvar_RegisterVariable(&r_shadow_gloss);
690 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
691 Cvar_RegisterVariable(&r_shadow_glossintensity);
692 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
693 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
694 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
695 Cvar_RegisterVariable(&r_shadow_portallight);
696 Cvar_RegisterVariable(&r_shadow_projectdistance);
697 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
698 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
699 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
700 Cvar_RegisterVariable(&r_shadow_realtime_world);
701 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
702 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
703 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
704 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
705 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
706 Cvar_RegisterVariable(&r_shadow_scissor);
707 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
708 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
709 Cvar_RegisterVariable(&r_shadow_texture3d);
710 Cvar_RegisterVariable(&r_shadow_visiblelighting);
711 Cvar_RegisterVariable(&r_shadow_visiblevolumes);
712 Cvar_RegisterVariable(&r_shadow_glsl);
713 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
714 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
715 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
716 Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
717 Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
718 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
719 if (gamemode == GAME_TENEBRAE)
721 Cvar_SetValue("r_shadow_gloss", 2);
722 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
724 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
725 R_Shadow_EditLights_Init();
726 r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
727 r_shadow_worldlightchain = NULL;
728 maxshadowelements = 0;
729 shadowelements = NULL;
737 shadowmarklist = NULL;
739 r_shadow_buffer_numleafpvsbytes = 0;
740 r_shadow_buffer_leafpvs = NULL;
741 r_shadow_buffer_leaflist = NULL;
742 r_shadow_buffer_numsurfacepvsbytes = 0;
743 r_shadow_buffer_surfacepvs = NULL;
744 r_shadow_buffer_surfacelist = NULL;
745 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
748 matrix4x4_t matrix_attenuationxyz =
751 {0.5, 0.0, 0.0, 0.5},
752 {0.0, 0.5, 0.0, 0.5},
753 {0.0, 0.0, 0.5, 0.5},
758 matrix4x4_t matrix_attenuationz =
761 {0.0, 0.0, 0.5, 0.5},
762 {0.0, 0.0, 0.0, 0.5},
763 {0.0, 0.0, 0.0, 0.5},
768 int *R_Shadow_ResizeShadowElements(int numtris)
770 // make sure shadowelements is big enough for this volume
771 if (maxshadowelements < numtris * 24)
773 maxshadowelements = numtris * 24;
775 Mem_Free(shadowelements);
776 shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
778 return shadowelements;
781 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
783 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
784 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
785 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
787 if (r_shadow_buffer_leafpvs)
788 Mem_Free(r_shadow_buffer_leafpvs);
789 if (r_shadow_buffer_leaflist)
790 Mem_Free(r_shadow_buffer_leaflist);
791 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
792 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
793 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
795 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
797 if (r_shadow_buffer_surfacepvs)
798 Mem_Free(r_shadow_buffer_surfacepvs);
799 if (r_shadow_buffer_surfacelist)
800 Mem_Free(r_shadow_buffer_surfacelist);
801 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
802 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
803 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
807 void R_Shadow_PrepareShadowMark(int numtris)
809 // make sure shadowmark is big enough for this volume
810 if (maxshadowmark < numtris)
812 maxshadowmark = numtris;
814 Mem_Free(shadowmark);
816 Mem_Free(shadowmarklist);
817 shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
818 shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
822 // if shadowmarkcount wrapped we clear the array and adjust accordingly
823 if (shadowmarkcount == 0)
826 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
831 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
834 int outtriangles = 0, outvertices = 0;
838 if (maxvertexupdate < innumvertices)
840 maxvertexupdate = innumvertices;
842 Mem_Free(vertexupdate);
844 Mem_Free(vertexremap);
845 vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
846 vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
850 if (vertexupdatenum == 0)
853 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
854 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
857 for (i = 0;i < numshadowmarktris;i++)
858 shadowmark[shadowmarktris[i]] = shadowmarkcount;
860 for (i = 0;i < numshadowmarktris;i++)
862 element = inelement3i + shadowmarktris[i] * 3;
863 // make sure the vertices are created
864 for (j = 0;j < 3;j++)
866 if (vertexupdate[element[j]] != vertexupdatenum)
868 float ratio, direction[3];
869 vertexupdate[element[j]] = vertexupdatenum;
870 vertexremap[element[j]] = outvertices;
871 vertex = invertex3f + element[j] * 3;
872 // project one copy of the vertex to the sphere radius of the light
873 // (FIXME: would projecting it to the light box be better?)
874 VectorSubtract(vertex, projectorigin, direction);
875 ratio = projectdistance / VectorLength(direction);
876 VectorCopy(vertex, outvertex3f);
877 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
884 for (i = 0;i < numshadowmarktris;i++)
886 int remappedelement[3];
888 const int *neighbortriangle;
890 markindex = shadowmarktris[i] * 3;
891 element = inelement3i + markindex;
892 neighbortriangle = inneighbor3i + markindex;
893 // output the front and back triangles
894 outelement3i[0] = vertexremap[element[0]];
895 outelement3i[1] = vertexremap[element[1]];
896 outelement3i[2] = vertexremap[element[2]];
897 outelement3i[3] = vertexremap[element[2]] + 1;
898 outelement3i[4] = vertexremap[element[1]] + 1;
899 outelement3i[5] = vertexremap[element[0]] + 1;
903 // output the sides (facing outward from this triangle)
904 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
906 remappedelement[0] = vertexremap[element[0]];
907 remappedelement[1] = vertexremap[element[1]];
908 outelement3i[0] = remappedelement[1];
909 outelement3i[1] = remappedelement[0];
910 outelement3i[2] = remappedelement[0] + 1;
911 outelement3i[3] = remappedelement[1];
912 outelement3i[4] = remappedelement[0] + 1;
913 outelement3i[5] = remappedelement[1] + 1;
918 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
920 remappedelement[1] = vertexremap[element[1]];
921 remappedelement[2] = vertexremap[element[2]];
922 outelement3i[0] = remappedelement[2];
923 outelement3i[1] = remappedelement[1];
924 outelement3i[2] = remappedelement[1] + 1;
925 outelement3i[3] = remappedelement[2];
926 outelement3i[4] = remappedelement[1] + 1;
927 outelement3i[5] = remappedelement[2] + 1;
932 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
934 remappedelement[0] = vertexremap[element[0]];
935 remappedelement[2] = vertexremap[element[2]];
936 outelement3i[0] = remappedelement[0];
937 outelement3i[1] = remappedelement[2];
938 outelement3i[2] = remappedelement[2] + 1;
939 outelement3i[3] = remappedelement[0];
940 outelement3i[4] = remappedelement[2] + 1;
941 outelement3i[5] = remappedelement[0] + 1;
948 *outnumvertices = outvertices;
952 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
955 if (projectdistance < 0.1)
957 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
960 if (!numverts || !nummarktris)
962 // make sure shadowelements is big enough for this volume
963 if (maxshadowelements < nummarktris * 24)
964 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
965 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
966 renderstats.lights_dynamicshadowtriangles += tris;
967 R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
970 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
975 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
977 tend = firsttriangle + numtris;
978 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
979 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
980 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
982 // surface box entirely inside light box, no box cull
983 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
984 if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
985 shadowmarklist[numshadowmark++] = t;
989 // surface box not entirely inside light box, cull each triangle
990 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
992 v[0] = invertex3f + e[0] * 3;
993 v[1] = invertex3f + e[1] * 3;
994 v[2] = invertex3f + e[2] * 3;
995 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
996 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
997 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
998 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
999 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
1000 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
1001 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1002 shadowmarklist[numshadowmark++] = t;
1007 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
1010 if (r_shadow_compilingrtlight)
1012 // if we're compiling an rtlight, capture the mesh
1013 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
1016 renderstats.lights_shadowtriangles += numtriangles;
1017 memset(&m, 0, sizeof(m));
1018 m.pointer_vertex = vertex3f;
1020 GL_LockArrays(0, numvertices);
1021 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
1023 // decrement stencil if backface is behind depthbuffer
1024 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
1025 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1026 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1027 // increment stencil if frontface is behind depthbuffer
1028 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1029 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1031 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1032 GL_LockArrays(0, 0);
1035 static void R_Shadow_MakeTextures(void)
1038 float v[3], intensity;
1039 unsigned char *data;
1040 R_FreeTexturePool(&r_shadow_texturepool);
1041 r_shadow_texturepool = R_AllocTexturePool();
1042 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1043 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1044 #define ATTEN2DSIZE 64
1045 #define ATTEN3DSIZE 32
1046 data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1047 for (y = 0;y < ATTEN2DSIZE;y++)
1049 for (x = 0;x < ATTEN2DSIZE;x++)
1051 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1052 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1054 intensity = 1.0f - sqrt(DotProduct(v, v));
1056 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1057 d = bound(0, intensity, 255);
1058 data[(y*ATTEN2DSIZE+x)*4+0] = d;
1059 data[(y*ATTEN2DSIZE+x)*4+1] = d;
1060 data[(y*ATTEN2DSIZE+x)*4+2] = d;
1061 data[(y*ATTEN2DSIZE+x)*4+3] = d;
1064 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1065 if (r_shadow_texture3d.integer)
1067 for (z = 0;z < ATTEN3DSIZE;z++)
1069 for (y = 0;y < ATTEN3DSIZE;y++)
1071 for (x = 0;x < ATTEN3DSIZE;x++)
1073 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1074 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1075 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1076 intensity = 1.0f - sqrt(DotProduct(v, v));
1078 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1079 d = bound(0, intensity, 255);
1080 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1081 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1082 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1083 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1087 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1092 void R_Shadow_ValidateCvars(void)
1094 if (r_shadow_texture3d.integer && !gl_texture3d)
1095 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1096 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1097 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1100 // light currently being rendered
1101 rtlight_t *r_shadow_rtlight;
1103 // this is the location of the eye in entity space
1104 vec3_t r_shadow_entityeyeorigin;
1105 // this is the location of the light in entity space
1106 vec3_t r_shadow_entitylightorigin;
1107 // this transforms entity coordinates to light filter cubemap coordinates
1108 // (also often used for other purposes)
1109 matrix4x4_t r_shadow_entitytolight;
1110 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1111 // of attenuation texturing in full 3D (Z result often ignored)
1112 matrix4x4_t r_shadow_entitytoattenuationxyz;
1113 // this transforms only the Z to S, and T is always 0.5
1114 matrix4x4_t r_shadow_entitytoattenuationz;
1116 static int r_shadow_lightpermutation;
1117 static int r_shadow_lightprog;
1119 void R_Shadow_RenderMode_Begin(void)
1123 R_Shadow_ValidateCvars();
1125 if (!r_shadow_attenuation2dtexture
1126 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1127 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1128 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1129 R_Shadow_MakeTextures();
1131 memset(&m, 0, sizeof(m));
1133 GL_BlendFunc(GL_ONE, GL_ZERO);
1134 GL_DepthMask(false);
1136 GL_Color(0, 0, 0, 1);
1137 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1138 qglEnable(GL_CULL_FACE);
1139 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1141 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1143 if (gl_ext_stenciltwoside.integer)
1144 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
1146 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
1148 if (r_shadow_glsl.integer && r_shadow_program_light[0])
1149 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1150 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1151 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1153 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1156 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
1158 r_shadow_rtlight = rtlight;
1161 void R_Shadow_RenderMode_Reset(void)
1164 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1166 qglUseProgramObjectARB(0);
1167 // HACK HACK HACK: work around for bug in NVIDIAI 6xxx drivers that causes GL_OUT_OF_MEMORY and/or software rendering
1168 qglBegin(GL_TRIANGLES);
1172 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1173 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1174 memset(&m, 0, sizeof(m));
1178 void R_Shadow_RenderMode_StencilShadowVolumes(void)
1180 R_Shadow_RenderMode_Reset();
1181 GL_Color(1, 1, 1, 1);
1182 GL_ColorMask(0, 0, 0, 0);
1183 GL_BlendFunc(GL_ONE, GL_ZERO);
1184 GL_DepthMask(false);
1186 qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1187 //if (r_shadow_shadow_polygonoffset.value != 0)
1189 // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1190 // qglEnable(GL_POLYGON_OFFSET_FILL);
1193 // qglDisable(GL_POLYGON_OFFSET_FILL);
1194 qglDepthFunc(GL_LESS);
1195 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1196 qglEnable(GL_STENCIL_TEST);
1197 qglStencilFunc(GL_ALWAYS, 128, ~0);
1198 r_shadow_rendermode = r_shadow_shadowingrendermode;
1199 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1201 qglDisable(GL_CULL_FACE);
1202 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1203 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1205 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1206 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1208 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1212 qglEnable(GL_CULL_FACE);
1214 // this is changed by every shadow render so its value here is unimportant
1215 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1217 GL_Clear(GL_STENCIL_BUFFER_BIT);
1218 renderstats.lights_clears++;
1221 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1223 R_Shadow_RenderMode_Reset();
1224 GL_BlendFunc(GL_ONE, GL_ONE);
1225 GL_DepthMask(false);
1227 qglPolygonOffset(0, 0);
1228 //qglDisable(GL_POLYGON_OFFSET_FILL);
1229 GL_Color(1, 1, 1, 1);
1230 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1232 qglDepthFunc(GL_LEQUAL);
1234 qglDepthFunc(GL_EQUAL);
1235 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1236 qglEnable(GL_CULL_FACE);
1238 qglEnable(GL_STENCIL_TEST);
1240 qglDisable(GL_STENCIL_TEST);
1242 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1243 // only draw light where this geometry was already rendered AND the
1244 // stencil is 128 (values other than this mean shadow)
1245 qglStencilFunc(GL_EQUAL, 128, ~0);
1246 r_shadow_rendermode = r_shadow_lightingrendermode;
1247 // do global setup needed for the chosen lighting mode
1248 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1250 R_Mesh_VertexPointer(varray_vertex3f);
1251 R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]);
1252 R_Mesh_TexCoordPointer(1, 3, varray_svector3f);
1253 R_Mesh_TexCoordPointer(2, 3, varray_tvector3f);
1254 R_Mesh_TexCoordPointer(3, 3, varray_normal3f);
1255 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
1256 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
1257 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
1258 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
1259 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
1260 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
1261 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
1262 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
1263 GL_BlendFunc(GL_ONE, GL_ONE);
1264 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1269 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1271 R_Shadow_RenderMode_Reset();
1272 GL_BlendFunc(GL_ONE, GL_ONE);
1273 GL_DepthMask(false);
1274 GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1275 qglPolygonOffset(0, 0);
1276 GL_Color(0.0, 0.0125, 0.1, 1);
1277 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1278 qglDepthFunc(GL_GEQUAL);
1279 qglCullFace(GL_FRONT); // this culls back
1280 qglDisable(GL_CULL_FACE);
1281 qglDisable(GL_STENCIL_TEST);
1282 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1285 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1287 R_Shadow_RenderMode_Reset();
1288 GL_BlendFunc(GL_ONE, GL_ONE);
1289 GL_DepthMask(false);
1290 GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1291 qglPolygonOffset(0, 0);
1292 GL_Color(0.1, 0.0125, 0, 1);
1293 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1295 qglDepthFunc(GL_LEQUAL);
1297 qglDepthFunc(GL_EQUAL);
1298 qglCullFace(GL_FRONT); // this culls back
1299 qglEnable(GL_CULL_FACE);
1301 qglEnable(GL_STENCIL_TEST);
1303 qglDisable(GL_STENCIL_TEST);
1304 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1307 void R_Shadow_RenderMode_End(void)
1309 R_Shadow_RenderMode_Reset();
1310 R_Shadow_RenderMode_ActiveLight(NULL);
1311 GL_BlendFunc(GL_ONE, GL_ZERO);
1314 qglPolygonOffset(0, 0);
1315 //qglDisable(GL_POLYGON_OFFSET_FILL);
1316 GL_Color(1, 1, 1, 1);
1317 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1318 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1319 qglDepthFunc(GL_LEQUAL);
1320 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1321 qglEnable(GL_CULL_FACE);
1322 qglDisable(GL_STENCIL_TEST);
1323 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1324 if (gl_support_stenciltwoside)
1325 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1327 qglStencilFunc(GL_ALWAYS, 128, ~0);
1328 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1331 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1333 int i, ix1, iy1, ix2, iy2;
1334 float x1, y1, x2, y2;
1337 mplane_t planes[11];
1338 float vertex3f[256*3];
1340 // if view is inside the light box, just say yes it's visible
1341 if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1343 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1347 // create a temporary brush describing the area the light can affect in worldspace
1348 VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1349 VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1350 VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1351 VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1352 VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1353 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1354 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1355 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1356 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1357 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1358 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1360 // turn the brush into a mesh
1361 memset(&mesh, 0, sizeof(rmesh_t));
1362 mesh.maxvertices = 256;
1363 mesh.vertex3f = vertex3f;
1364 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1365 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1367 // if that mesh is empty, the light is not visible at all
1368 if (!mesh.numvertices)
1371 if (!r_shadow_scissor.integer)
1374 // if that mesh is not empty, check what area of the screen it covers
1375 x1 = y1 = x2 = y2 = 0;
1377 for (i = 0;i < mesh.numvertices;i++)
1379 VectorCopy(mesh.vertex3f + i * 3, v);
1380 GL_TransformToScreen(v, v2);
1381 //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]);
1384 if (x1 > v2[0]) x1 = v2[0];
1385 if (x2 < v2[0]) x2 = v2[0];
1386 if (y1 > v2[1]) y1 = v2[1];
1387 if (y2 < v2[1]) y2 = v2[1];
1396 // now convert the scissor rectangle to integer screen coordinates
1401 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1403 // clamp it to the screen
1404 if (ix1 < r_view_x) ix1 = r_view_x;
1405 if (iy1 < r_view_y) iy1 = r_view_y;
1406 if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1407 if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1409 // if it is inside out, it's not visible
1410 if (ix2 <= ix1 || iy2 <= iy1)
1413 // the light area is visible, set up the scissor rectangle
1414 GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1415 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1416 //qglEnable(GL_SCISSOR_TEST);
1417 renderstats.lights_scissored++;
1421 extern float *rsurface_vertex3f;
1422 extern float *rsurface_svector3f;
1423 extern float *rsurface_tvector3f;
1424 extern float *rsurface_normal3f;
1425 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1427 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
1429 int numverts = surface->num_vertices;
1430 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1431 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1432 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1433 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1434 if (r_textureunits.integer >= 3)
1436 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1438 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1439 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1440 if ((dot = DotProduct(n, v)) < 0)
1442 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1443 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
1444 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
1445 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
1448 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1449 VectorScale(color4f, f, color4f);
1453 VectorClear(color4f);
1457 else if (r_textureunits.integer >= 2)
1459 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1461 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1462 if ((dist = fabs(v[2])) < 1)
1464 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1465 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1466 if ((dot = DotProduct(n, v)) < 0)
1468 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1469 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1470 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1471 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1475 color4f[0] = ambientcolor[0] * distintensity;
1476 color4f[1] = ambientcolor[1] * distintensity;
1477 color4f[2] = ambientcolor[2] * distintensity;
1481 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1482 VectorScale(color4f, f, color4f);
1486 VectorClear(color4f);
1492 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1494 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1495 if ((dist = DotProduct(v, v)) < 1)
1498 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1499 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1500 if ((dot = DotProduct(n, v)) < 0)
1502 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1503 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1504 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1505 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1509 color4f[0] = ambientcolor[0] * distintensity;
1510 color4f[1] = ambientcolor[1] * distintensity;
1511 color4f[2] = ambientcolor[2] * distintensity;
1515 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1516 VectorScale(color4f, f, color4f);
1520 VectorClear(color4f);
1526 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1527 #define USETEXMATRIX
1529 #ifndef USETEXMATRIX
1530 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1531 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1532 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1536 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1537 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1538 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1545 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1549 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1550 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1558 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1562 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1564 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1565 // the cubemap normalizes this for us
1566 out3f[0] = DotProduct(svector3f, lightdir);
1567 out3f[1] = DotProduct(tvector3f, lightdir);
1568 out3f[2] = DotProduct(normal3f, lightdir);
1572 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1575 float lightdir[3], eyedir[3], halfdir[3];
1576 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1578 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1579 VectorNormalize(lightdir);
1580 VectorSubtract(relativeeyeorigin, vertex3f, eyedir);
1581 VectorNormalize(eyedir);
1582 VectorAdd(lightdir, eyedir, halfdir);
1583 // the cubemap normalizes this for us
1584 out3f[0] = DotProduct(svector3f, halfdir);
1585 out3f[1] = DotProduct(tvector3f, halfdir);
1586 out3f[2] = DotProduct(normal3f, halfdir);
1590 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
1592 // used to display how many times a surface is lit for level design purposes
1593 int surfacelistindex;
1595 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1596 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1597 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1598 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1599 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1600 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1601 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1602 if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
1604 GL_Color(0.1, 0.025, 0, 1);
1605 memset(&m, 0, sizeof(m));
1607 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1609 const msurface_t *surface = surfacelist[surfacelistindex];
1610 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1611 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1612 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1613 GL_LockArrays(0, 0);
1617 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
1619 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1620 int surfacelistindex;
1621 qboolean dobase = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1622 qboolean dopants = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1623 qboolean doshirt = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1624 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1625 if (!dobase && !dopants && !doshirt && !dospecular)
1627 // select a permutation of the lighting shader appropriate to this
1628 // combination of texture, entity, light source, and fogging, only use the
1629 // minimum features necessary to avoid wasting rendering time in the
1630 // fragment shader on features that are not being used
1631 r_shadow_lightpermutation = 0;
1632 // only add a feature to the permutation if that permutation exists
1633 // (otherwise it might end up not using a shader at all, which looks
1634 // worse than using less features)
1635 if (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1636 r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1637 if ((dopants || doshirt) && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_COLORMAPPING])
1638 r_shadow_lightpermutation |= SHADERPERMUTATION_COLORMAPPING;
1639 if (specularscale > 0 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1640 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1641 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1642 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1643 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1644 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1645 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1646 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1647 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1648 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1649 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1650 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1651 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1652 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
1653 R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1654 R_Mesh_TexBind(1, R_GetTexture(basetexture));
1655 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
1656 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1658 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
1660 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1661 if (r_shadow_lightpermutation & SHADERPERMUTATION_COLORMAPPING)
1663 R_Mesh_TexBind(5, R_GetTexture(pantstexture));
1664 R_Mesh_TexBind(6, R_GetTexture(shirttexture));
1665 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Pants"), ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]);CHECKGLERROR
1666 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Shirt"), ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2]);CHECKGLERROR
1668 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1670 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
1672 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1673 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1674 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1676 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1677 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1678 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1680 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1682 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1683 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1685 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1687 const msurface_t *surface = surfacelist[surfacelistindex];
1688 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1689 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1690 if (!rsurface_svector3f)
1692 rsurface_svector3f = varray_svector3f;
1693 rsurface_tvector3f = varray_tvector3f;
1694 rsurface_normal3f = varray_normal3f;
1695 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1697 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1698 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1699 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1700 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1701 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1702 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1703 GL_LockArrays(0, 0);
1707 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1712 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1714 // colorscale accounts for how much we multiply the brightness
1717 // mult is how many times the final pass of the lighting will be
1718 // performed to get more brightness than otherwise possible.
1720 // Limit mult to 64 for sanity sake.
1721 if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1723 // 3 3D combine path (Geforce3, Radeon 8500)
1724 memset(&m, 0, sizeof(m));
1725 m.pointer_vertex = rsurface_vertex3f;
1726 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1728 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1729 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1731 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1732 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1734 m.tex[1] = R_GetTexture(basetexture);
1735 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1736 m.texmatrix[1] = texture->currenttexmatrix;
1737 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1739 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1740 m.texmatrix[2] = r_shadow_entitytolight;
1742 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1743 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1745 GL_BlendFunc(GL_ONE, GL_ONE);
1747 else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1749 // 2 3D combine path (Geforce3, original Radeon)
1750 memset(&m, 0, sizeof(m));
1751 m.pointer_vertex = rsurface_vertex3f;
1752 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1754 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1755 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1757 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1758 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1760 m.tex[1] = R_GetTexture(basetexture);
1761 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1762 m.texmatrix[1] = texture->currenttexmatrix;
1763 GL_BlendFunc(GL_ONE, GL_ONE);
1765 else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1767 // 4 2D combine path (Geforce3, Radeon 8500)
1768 memset(&m, 0, sizeof(m));
1769 m.pointer_vertex = rsurface_vertex3f;
1770 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1772 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1773 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1775 m.pointer_texcoord[0] = varray_texcoord2f[0];
1776 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1778 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1780 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1781 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1783 m.pointer_texcoord[1] = varray_texcoord2f[1];
1784 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1786 m.tex[2] = R_GetTexture(basetexture);
1787 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1788 m.texmatrix[2] = texture->currenttexmatrix;
1789 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1791 m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1793 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1794 m.texmatrix[3] = r_shadow_entitytolight;
1796 m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1797 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1800 GL_BlendFunc(GL_ONE, GL_ONE);
1802 else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1804 // 3 2D combine path (Geforce3, original Radeon)
1805 memset(&m, 0, sizeof(m));
1806 m.pointer_vertex = rsurface_vertex3f;
1807 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1809 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1810 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1812 m.pointer_texcoord[0] = varray_texcoord2f[0];
1813 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1815 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1817 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1818 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1820 m.pointer_texcoord[1] = varray_texcoord2f[1];
1821 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1823 m.tex[2] = R_GetTexture(basetexture);
1824 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1825 m.texmatrix[2] = texture->currenttexmatrix;
1826 GL_BlendFunc(GL_ONE, GL_ONE);
1830 // 2/2/2 2D combine path (any dot3 card)
1831 memset(&m, 0, sizeof(m));
1832 m.pointer_vertex = rsurface_vertex3f;
1833 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1835 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1836 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1838 m.pointer_texcoord[0] = varray_texcoord2f[0];
1839 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1841 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1843 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1844 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1846 m.pointer_texcoord[1] = varray_texcoord2f[1];
1847 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1850 GL_ColorMask(0,0,0,1);
1851 GL_BlendFunc(GL_ONE, GL_ZERO);
1852 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1853 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1854 GL_LockArrays(0, 0);
1856 memset(&m, 0, sizeof(m));
1857 m.pointer_vertex = rsurface_vertex3f;
1858 m.tex[0] = R_GetTexture(basetexture);
1859 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1860 m.texmatrix[0] = texture->currenttexmatrix;
1861 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1863 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1865 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1866 m.texmatrix[1] = r_shadow_entitytolight;
1868 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1869 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1872 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1874 // this final code is shared
1876 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1877 VectorScale(lightcolorbase, colorscale, color2);
1878 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1879 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1881 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1882 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1884 GL_LockArrays(0, 0);
1887 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1892 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1894 // colorscale accounts for how much we multiply the brightness
1897 // mult is how many times the final pass of the lighting will be
1898 // performed to get more brightness than otherwise possible.
1900 // Limit mult to 64 for sanity sake.
1901 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1903 // 3/2 3D combine path (Geforce3, Radeon 8500)
1904 memset(&m, 0, sizeof(m));
1905 m.pointer_vertex = rsurface_vertex3f;
1906 m.tex[0] = R_GetTexture(normalmaptexture);
1907 m.texcombinergb[0] = GL_REPLACE;
1908 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1909 m.texmatrix[0] = texture->currenttexmatrix;
1910 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1911 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1912 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1913 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1914 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1916 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1917 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1919 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1920 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1923 GL_ColorMask(0,0,0,1);
1924 GL_BlendFunc(GL_ONE, GL_ZERO);
1925 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1926 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1927 GL_LockArrays(0, 0);
1929 memset(&m, 0, sizeof(m));
1930 m.pointer_vertex = rsurface_vertex3f;
1931 m.tex[0] = R_GetTexture(basetexture);
1932 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1933 m.texmatrix[0] = texture->currenttexmatrix;
1934 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1936 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1938 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1939 m.texmatrix[1] = r_shadow_entitytolight;
1941 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1942 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1945 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1947 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1949 // 1/2/2 3D combine path (original Radeon)
1950 memset(&m, 0, sizeof(m));
1951 m.pointer_vertex = rsurface_vertex3f;
1952 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1954 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1955 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1957 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1958 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1961 GL_ColorMask(0,0,0,1);
1962 GL_BlendFunc(GL_ONE, GL_ZERO);
1963 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1964 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1965 GL_LockArrays(0, 0);
1967 memset(&m, 0, sizeof(m));
1968 m.pointer_vertex = rsurface_vertex3f;
1969 m.tex[0] = R_GetTexture(normalmaptexture);
1970 m.texcombinergb[0] = GL_REPLACE;
1971 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1972 m.texmatrix[0] = texture->currenttexmatrix;
1973 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1974 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1975 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1976 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1978 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1979 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1980 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1981 GL_LockArrays(0, 0);
1983 memset(&m, 0, sizeof(m));
1984 m.pointer_vertex = rsurface_vertex3f;
1985 m.tex[0] = R_GetTexture(basetexture);
1986 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1987 m.texmatrix[0] = texture->currenttexmatrix;
1988 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1990 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1992 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1993 m.texmatrix[1] = r_shadow_entitytolight;
1995 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1996 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1999 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2001 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
2003 // 2/2 3D combine path (original Radeon)
2004 memset(&m, 0, sizeof(m));
2005 m.pointer_vertex = rsurface_vertex3f;
2006 m.tex[0] = R_GetTexture(normalmaptexture);
2007 m.texcombinergb[0] = GL_REPLACE;
2008 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2009 m.texmatrix[0] = texture->currenttexmatrix;
2010 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2011 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2012 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2013 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2015 GL_ColorMask(0,0,0,1);
2016 GL_BlendFunc(GL_ONE, GL_ZERO);
2017 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2018 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2019 GL_LockArrays(0, 0);
2021 memset(&m, 0, sizeof(m));
2022 m.pointer_vertex = rsurface_vertex3f;
2023 m.tex[0] = R_GetTexture(basetexture);
2024 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2025 m.texmatrix[0] = texture->currenttexmatrix;
2026 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2028 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2029 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2031 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2032 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2034 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2036 else if (r_textureunits.integer >= 4)
2038 // 4/2 2D combine path (Geforce3, Radeon 8500)
2039 memset(&m, 0, sizeof(m));
2040 m.pointer_vertex = rsurface_vertex3f;
2041 m.tex[0] = R_GetTexture(normalmaptexture);
2042 m.texcombinergb[0] = GL_REPLACE;
2043 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2044 m.texmatrix[0] = texture->currenttexmatrix;
2045 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2046 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2047 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2048 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2049 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2051 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2052 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2054 m.pointer_texcoord[2] = varray_texcoord2f[2];
2055 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2057 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2059 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2060 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2062 m.pointer_texcoord[3] = varray_texcoord2f[3];
2063 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2066 GL_ColorMask(0,0,0,1);
2067 GL_BlendFunc(GL_ONE, GL_ZERO);
2068 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2069 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2070 GL_LockArrays(0, 0);
2072 memset(&m, 0, sizeof(m));
2073 m.pointer_vertex = rsurface_vertex3f;
2074 m.tex[0] = R_GetTexture(basetexture);
2075 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2076 m.texmatrix[0] = texture->currenttexmatrix;
2077 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2079 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2081 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2082 m.texmatrix[1] = r_shadow_entitytolight;
2084 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2085 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2088 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2092 // 2/2/2 2D combine path (any dot3 card)
2093 memset(&m, 0, sizeof(m));
2094 m.pointer_vertex = rsurface_vertex3f;
2095 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2097 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2098 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2100 m.pointer_texcoord[0] = varray_texcoord2f[0];
2101 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2103 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2105 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2106 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2108 m.pointer_texcoord[1] = varray_texcoord2f[1];
2109 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2112 GL_ColorMask(0,0,0,1);
2113 GL_BlendFunc(GL_ONE, GL_ZERO);
2114 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2115 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2116 GL_LockArrays(0, 0);
2118 memset(&m, 0, sizeof(m));
2119 m.pointer_vertex = rsurface_vertex3f;
2120 m.tex[0] = R_GetTexture(normalmaptexture);
2121 m.texcombinergb[0] = GL_REPLACE;
2122 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2123 m.texmatrix[0] = texture->currenttexmatrix;
2124 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2125 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2126 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2127 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2129 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2130 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2131 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2132 GL_LockArrays(0, 0);
2134 memset(&m, 0, sizeof(m));
2135 m.pointer_vertex = rsurface_vertex3f;
2136 m.tex[0] = R_GetTexture(basetexture);
2137 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2138 m.texmatrix[0] = texture->currenttexmatrix;
2139 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2141 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2143 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2144 m.texmatrix[1] = r_shadow_entitytolight;
2146 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2147 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2150 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2152 // this final code is shared
2154 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2155 VectorScale(lightcolorbase, colorscale, color2);
2156 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2157 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2159 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2160 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2162 GL_LockArrays(0, 0);
2165 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
2170 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2171 // FIXME: detect blendsquare!
2172 //if (!gl_support_blendsquare)
2175 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2177 // 2/0/0/1/2 3D combine blendsquare path
2178 memset(&m, 0, sizeof(m));
2179 m.pointer_vertex = rsurface_vertex3f;
2180 m.tex[0] = R_GetTexture(normalmaptexture);
2181 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2182 m.texmatrix[0] = texture->currenttexmatrix;
2183 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2184 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2185 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2186 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2188 GL_ColorMask(0,0,0,1);
2189 // this squares the result
2190 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2191 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2192 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2193 GL_LockArrays(0, 0);
2195 memset(&m, 0, sizeof(m));
2196 m.pointer_vertex = rsurface_vertex3f;
2198 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2199 // square alpha in framebuffer a few times to make it shiny
2200 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2201 // these comments are a test run through this math for intensity 0.5
2202 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2203 // 0.25 * 0.25 = 0.0625 (this is another pass)
2204 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2205 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2206 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2207 GL_LockArrays(0, 0);
2209 memset(&m, 0, sizeof(m));
2210 m.pointer_vertex = rsurface_vertex3f;
2211 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2213 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2214 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2216 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2217 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2220 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2221 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2222 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2223 GL_LockArrays(0, 0);
2225 memset(&m, 0, sizeof(m));
2226 m.pointer_vertex = rsurface_vertex3f;
2227 m.tex[0] = R_GetTexture(glosstexture);
2228 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2229 m.texmatrix[0] = texture->currenttexmatrix;
2230 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2232 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2234 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2235 m.texmatrix[1] = r_shadow_entitytolight;
2237 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2238 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2241 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2243 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2245 // 2/0/0/2 3D combine blendsquare path
2246 memset(&m, 0, sizeof(m));
2247 m.pointer_vertex = rsurface_vertex3f;
2248 m.tex[0] = R_GetTexture(normalmaptexture);
2249 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2250 m.texmatrix[0] = texture->currenttexmatrix;
2251 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2252 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2253 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2254 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2256 GL_ColorMask(0,0,0,1);
2257 // this squares the result
2258 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2259 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2260 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2261 GL_LockArrays(0, 0);
2263 memset(&m, 0, sizeof(m));
2264 m.pointer_vertex = rsurface_vertex3f;
2266 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2267 // square alpha in framebuffer a few times to make it shiny
2268 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2269 // these comments are a test run through this math for intensity 0.5
2270 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2271 // 0.25 * 0.25 = 0.0625 (this is another pass)
2272 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2273 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2274 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2275 GL_LockArrays(0, 0);
2277 memset(&m, 0, sizeof(m));
2278 m.pointer_vertex = rsurface_vertex3f;
2279 m.tex[0] = R_GetTexture(glosstexture);
2280 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2281 m.texmatrix[0] = texture->currenttexmatrix;
2282 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2284 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2285 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2287 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2288 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2290 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2294 // 2/0/0/2/2 2D combine blendsquare path
2295 memset(&m, 0, sizeof(m));
2296 m.pointer_vertex = rsurface_vertex3f;
2297 m.tex[0] = R_GetTexture(normalmaptexture);
2298 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2299 m.texmatrix[0] = texture->currenttexmatrix;
2300 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2301 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2302 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2303 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2305 GL_ColorMask(0,0,0,1);
2306 // this squares the result
2307 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2308 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2309 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2310 GL_LockArrays(0, 0);
2312 memset(&m, 0, sizeof(m));
2313 m.pointer_vertex = rsurface_vertex3f;
2315 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2316 // square alpha in framebuffer a few times to make it shiny
2317 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2318 // these comments are a test run through this math for intensity 0.5
2319 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2320 // 0.25 * 0.25 = 0.0625 (this is another pass)
2321 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2322 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2323 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2324 GL_LockArrays(0, 0);
2326 memset(&m, 0, sizeof(m));
2327 m.pointer_vertex = rsurface_vertex3f;
2328 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2330 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2331 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2333 m.pointer_texcoord[0] = varray_texcoord2f[0];
2334 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2336 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2338 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2339 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2341 m.pointer_texcoord[1] = varray_texcoord2f[1];
2342 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2345 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2346 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2347 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2348 GL_LockArrays(0, 0);
2350 memset(&m, 0, sizeof(m));
2351 m.pointer_vertex = rsurface_vertex3f;
2352 m.tex[0] = R_GetTexture(glosstexture);
2353 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2354 m.texmatrix[0] = texture->currenttexmatrix;
2355 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2357 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2359 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2360 m.texmatrix[1] = r_shadow_entitytolight;
2362 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2363 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2366 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2369 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2370 VectorScale(lightcolorbase, colorscale, color2);
2371 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2372 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2374 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2375 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2377 GL_LockArrays(0, 0);
2380 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
2382 // ARB path (any Geforce, any Radeon)
2383 int surfacelistindex;
2384 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2385 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2386 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2387 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2388 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2389 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2390 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2391 if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
2393 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2395 const msurface_t *surface = surfacelist[surfacelistindex];
2396 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2397 if (!rsurface_svector3f)
2399 rsurface_svector3f = varray_svector3f;
2400 rsurface_tvector3f = varray_tvector3f;
2401 rsurface_normal3f = varray_normal3f;
2402 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2405 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
2407 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
2409 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
2411 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2413 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2415 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2417 R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
2421 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
2424 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2425 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
2426 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2431 // due to low fillrate on the cards this vertex lighting path is
2432 // designed for, we manually cull all triangles that do not
2433 // contain a lit vertex
2436 int newnumtriangles;
2438 int newelements[3072];
2440 newnumtriangles = 0;
2442 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
2444 if (newnumtriangles >= 1024)
2446 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2447 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2448 GL_LockArrays(0, 0);
2449 newnumtriangles = 0;
2452 if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
2462 if (newnumtriangles >= 1)
2464 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2465 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2466 GL_LockArrays(0, 0);
2472 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2473 if (VectorLength2(c))
2477 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2478 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2479 GL_LockArrays(0, 0);
2481 // now reduce the intensity for the next overbright pass
2482 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2484 c[0] = max(0, c[0] - 1);
2485 c[1] = max(0, c[1] - 1);
2486 c[2] = max(0, c[2] - 1);
2491 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
2493 int surfacelistindex;
2494 float ambientcolorbase[3], diffusecolorbase[3];
2495 float ambientcolorpants[3], diffusecolorpants[3];
2496 float ambientcolorshirt[3], diffusecolorshirt[3];
2498 qboolean dobase = basetexture != r_texture_black;
2499 qboolean dopants = pantstexture != r_texture_black;
2500 qboolean doshirt = shirttexture != r_texture_black;
2501 if (!dobase && !dopants && !doshirt)
2505 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase);
2506 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase);
2510 VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants);
2511 VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants);
2515 VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
2516 VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
2518 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2519 memset(&m, 0, sizeof(m));
2520 m.tex[0] = R_GetTexture(basetexture);
2521 if (r_textureunits.integer >= 2)
2524 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2526 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2528 m.pointer_texcoord[1] = varray_texcoord2f[1];
2529 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2531 if (r_textureunits.integer >= 3)
2533 // Geforce3/Radeon class but not using dot3
2534 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2536 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2538 m.pointer_texcoord[2] = varray_texcoord2f[2];
2539 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2543 m.pointer_color = varray_color4f;
2545 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2547 const msurface_t *surface = surfacelist[surfacelistindex];
2548 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2549 if (!rsurface_svector3f)
2551 rsurface_svector3f = varray_svector3f;
2552 rsurface_tvector3f = varray_tvector3f;
2553 rsurface_normal3f = varray_normal3f;
2554 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2556 // OpenGL 1.1 path (anything)
2557 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2558 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2559 if (r_textureunits.integer >= 2)
2563 R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2565 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2567 if (r_textureunits.integer >= 3)
2569 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2571 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2573 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2579 R_Mesh_TexBind(0, R_GetTexture(basetexture));
2580 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorbase, ambientcolorbase);
2584 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2585 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorpants, ambientcolorpants);
2589 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2590 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorshirt, ambientcolorshirt);
2595 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist)
2597 // FIXME: support MATERIALFLAG_NODEPTHTEST
2598 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2599 rtexture_t *basetexture;
2600 rtexture_t *glosstexture;
2601 float specularscale;
2602 glosstexture = r_texture_black;
2604 if (r_shadow_gloss.integer > 0)
2606 if (texture->skin.gloss)
2608 if (r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2610 glosstexture = texture->skin.gloss;
2611 specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
2616 if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2618 glosstexture = r_texture_white;
2619 specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
2623 // calculate colors to render this texture with
2624 lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
2625 lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
2626 lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
2627 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2629 if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
2630 qglDisable(GL_CULL_FACE);
2632 qglEnable(GL_CULL_FACE);
2633 if ((VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor)) >= (1.0f / 1048576.0f))
2635 lightcolorpants[0] = r_shadow_rtlight->currentcolor[0] * ent->colormap_pantscolor[0] * texture->currentalpha;
2636 lightcolorpants[1] = r_shadow_rtlight->currentcolor[1] * ent->colormap_pantscolor[1] * texture->currentalpha;
2637 lightcolorpants[2] = r_shadow_rtlight->currentcolor[2] * ent->colormap_pantscolor[2] * texture->currentalpha;
2638 lightcolorshirt[0] = r_shadow_rtlight->currentcolor[0] * ent->colormap_shirtcolor[0] * texture->currentalpha;
2639 lightcolorshirt[1] = r_shadow_rtlight->currentcolor[1] * ent->colormap_shirtcolor[1] * texture->currentalpha;
2640 lightcolorshirt[2] = r_shadow_rtlight->currentcolor[2] * ent->colormap_shirtcolor[2] * texture->currentalpha;
2641 basetexture = texture->skin.base;
2642 switch (r_shadow_rendermode)
2644 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2645 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2647 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2648 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2650 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2651 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2653 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2654 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2657 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2663 basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
2664 switch (r_shadow_rendermode)
2666 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2667 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
2669 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2670 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
2672 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2673 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
2675 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2676 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
2679 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2685 void R_RTLight_Update(dlight_t *light, int isstatic)
2689 rtlight_t *rtlight = &light->rtlight;
2690 R_RTLight_Uncompile(rtlight);
2691 memset(rtlight, 0, sizeof(*rtlight));
2693 VectorCopy(light->origin, rtlight->shadoworigin);
2694 VectorCopy(light->color, rtlight->color);
2695 rtlight->radius = light->radius;
2696 //rtlight->cullradius = rtlight->radius;
2697 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2698 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2699 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2700 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2701 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2702 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2703 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2704 rtlight->cubemapname[0] = 0;
2705 if (light->cubemapname[0])
2706 strcpy(rtlight->cubemapname, light->cubemapname);
2707 else if (light->cubemapnum > 0)
2708 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2709 rtlight->shadow = light->shadow;
2710 rtlight->corona = light->corona;
2711 rtlight->style = light->style;
2712 rtlight->isstatic = isstatic;
2713 rtlight->coronasizescale = light->coronasizescale;
2714 rtlight->ambientscale = light->ambientscale;
2715 rtlight->diffusescale = light->diffusescale;
2716 rtlight->specularscale = light->specularscale;
2717 rtlight->flags = light->flags;
2718 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2719 // ConcatScale won't work here because this needs to scale rotate and
2720 // translate, not just rotate
2721 scale = 1.0f / rtlight->radius;
2722 for (k = 0;k < 3;k++)
2723 for (j = 0;j < 4;j++)
2724 rtlight->matrix_worldtolight.m[k][j] *= scale;
2726 rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2727 rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2728 VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2729 rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2732 // compiles rtlight geometry
2733 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2734 void R_RTLight_Compile(rtlight_t *rtlight)
2736 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2737 entity_render_t *ent = r_refdef.worldentity;
2738 model_t *model = r_refdef.worldmodel;
2739 unsigned char *data;
2741 // compile the light
2742 rtlight->compiled = true;
2743 rtlight->static_numleafs = 0;
2744 rtlight->static_numleafpvsbytes = 0;
2745 rtlight->static_leaflist = NULL;
2746 rtlight->static_leafpvs = NULL;
2747 rtlight->static_numsurfaces = 0;
2748 rtlight->static_surfacelist = NULL;
2749 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2750 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2751 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2752 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2753 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2754 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2756 if (model && model->GetLightInfo)
2758 // this variable must be set for the CompileShadowVolume code
2759 r_shadow_compilingrtlight = rtlight;
2760 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2761 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);
2762 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2763 data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2764 rtlight->static_numleafs = numleafs;
2765 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2766 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2767 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2768 rtlight->static_numsurfaces = numsurfaces;
2769 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2771 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2772 if (numleafpvsbytes)
2773 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2775 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2776 if (model->CompileShadowVolume && rtlight->shadow)
2777 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2778 // now we're done compiling the rtlight
2779 r_shadow_compilingrtlight = NULL;
2783 // use smallest available cullradius - box radius or light radius
2784 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2785 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2789 if (rtlight->static_meshchain_shadow)
2792 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2795 shadowtris += mesh->numtriangles;
2799 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2802 void R_RTLight_Uncompile(rtlight_t *rtlight)
2804 if (rtlight->compiled)
2806 if (rtlight->static_meshchain_shadow)
2807 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2808 rtlight->static_meshchain_shadow = NULL;
2809 // these allocations are grouped
2810 if (rtlight->static_leaflist)
2811 Mem_Free(rtlight->static_leaflist);
2812 rtlight->static_numleafs = 0;
2813 rtlight->static_numleafpvsbytes = 0;
2814 rtlight->static_leaflist = NULL;
2815 rtlight->static_leafpvs = NULL;
2816 rtlight->static_numsurfaces = 0;
2817 rtlight->static_surfacelist = NULL;
2818 rtlight->compiled = false;
2822 void R_Shadow_UncompileWorldLights(void)
2825 for (light = r_shadow_worldlightchain;light;light = light->next)
2826 R_RTLight_Uncompile(&light->rtlight);
2829 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2831 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2832 vec_t relativeshadowradius;
2833 if (ent == r_refdef.worldentity)
2835 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2838 R_Mesh_Matrix(&ent->matrix);
2839 for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2841 renderstats.lights_shadowtriangles += mesh->numtriangles;
2842 R_Mesh_VertexPointer(mesh->vertex3f);
2843 GL_LockArrays(0, mesh->numverts);
2844 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2846 // decrement stencil if backface is behind depthbuffer
2847 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2848 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2849 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2850 // increment stencil if frontface is behind depthbuffer
2851 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2852 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2854 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2855 GL_LockArrays(0, 0);
2858 else if (numsurfaces)
2860 R_Mesh_Matrix(&ent->matrix);
2861 ent->model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2866 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2867 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2868 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2869 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2870 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2871 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2872 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2873 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2874 R_Mesh_Matrix(&ent->matrix);
2875 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2879 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2881 // set up properties for rendering light onto this entity
2882 Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2883 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2884 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2885 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2886 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2887 R_Mesh_Matrix(&ent->matrix);
2890 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2892 R_Shadow_SetupEntityLight(ent);
2893 if (ent == r_refdef.worldentity)
2894 ent->model->DrawLight(ent, numsurfaces, surfacelist);
2896 ent->model->DrawLight(ent, ent->model->nummodelsurfaces, ent->model->surfacelist);
2899 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2903 int numleafs, numsurfaces;
2904 int *leaflist, *surfacelist;
2905 unsigned char *leafpvs;
2906 int numlightentities;
2907 int numshadowentities;
2908 entity_render_t *lightentities[MAX_EDICTS];
2909 entity_render_t *shadowentities[MAX_EDICTS];
2911 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2912 // skip lights that are basically invisible (color 0 0 0)
2913 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2916 // loading is done before visibility checks because loading should happen
2917 // all at once at the start of a level, not when it stalls gameplay.
2918 // (especially important to benchmarks)
2920 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2921 R_RTLight_Compile(rtlight);
2923 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2925 // look up the light style value at this time
2926 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2927 VectorScale(rtlight->color, f, rtlight->currentcolor);
2929 if (rtlight->selected)
2931 f = 2 + sin(realtime * M_PI * 4.0);
2932 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2936 // if lightstyle is currently off, don't draw the light
2937 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2940 // if the light box is offscreen, skip it
2941 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2944 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2946 // compiled light, world available and can receive realtime lighting
2947 // retrieve leaf information
2948 numleafs = rtlight->static_numleafs;
2949 leaflist = rtlight->static_leaflist;
2950 leafpvs = rtlight->static_leafpvs;
2951 numsurfaces = rtlight->static_numsurfaces;
2952 surfacelist = rtlight->static_surfacelist;
2954 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2956 // dynamic light, world available and can receive realtime lighting
2957 // calculate lit surfaces and leafs
2958 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2959 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2960 leaflist = r_shadow_buffer_leaflist;
2961 leafpvs = r_shadow_buffer_leafpvs;
2962 surfacelist = r_shadow_buffer_surfacelist;
2963 // if the reduced leaf bounds are offscreen, skip it
2964 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2976 // check if light is illuminating any visible leafs
2979 for (i = 0;i < numleafs;i++)
2980 if (r_worldleafvisible[leaflist[i]])
2985 // set up a scissor rectangle for this light
2986 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2989 // make a list of lit entities and shadow casting entities
2990 numlightentities = 0;
2991 numshadowentities = 0;
2992 // don't count the world unless some surfaces are actually lit
2995 lightentities[numlightentities++] = r_refdef.worldentity;
2996 shadowentities[numshadowentities++] = r_refdef.worldentity;
2998 // add dynamic entities that are lit by the light
2999 if (r_drawentities.integer)
3001 for (i = 0;i < r_refdef.numentities;i++)
3003 entity_render_t *ent = r_refdef.entities[i];
3004 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
3006 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
3008 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3009 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
3010 shadowentities[numshadowentities++] = ent;
3011 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
3012 lightentities[numlightentities++] = ent;
3017 // return if there's nothing at all to light
3018 if (!numlightentities)
3021 // make this the active rtlight for rendering purposes
3022 R_Shadow_RenderMode_ActiveLight(rtlight);
3023 // count this light in the r_speeds
3024 renderstats.lights++;
3026 // draw stencil shadow volumes to mask off pixels that are in shadow
3027 // so that they won't receive lighting
3029 if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
3032 R_Shadow_RenderMode_StencilShadowVolumes();
3033 for (i = 0;i < numshadowentities;i++)
3034 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3037 // draw lighting in the unmasked areas
3038 if (numlightentities && !visible)
3040 R_Shadow_RenderMode_Lighting(usestencil, false);
3041 for (i = 0;i < numlightentities;i++)
3042 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3045 // optionally draw visible shape of the shadow volumes
3046 // for performance analysis by level designers
3047 if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
3049 R_Shadow_RenderMode_VisibleShadowVolumes();
3050 for (i = 0;i < numshadowentities;i++)
3051 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3054 // optionally draw the illuminated areas
3055 // for performance analysis by level designers
3056 if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
3058 R_Shadow_RenderMode_VisibleLighting(usestencil, false);
3059 for (i = 0;i < numlightentities;i++)
3060 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3064 void R_ShadowVolumeLighting(qboolean visible)
3069 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
3070 R_Shadow_EditLights_Reload_f();
3072 R_Shadow_RenderMode_Begin();
3074 flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3075 if (r_shadow_debuglight.integer >= 0)
3077 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3078 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
3079 R_DrawRTLight(&light->rtlight, visible);
3082 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3083 if (light->flags & flag)
3084 R_DrawRTLight(&light->rtlight, visible);
3086 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
3087 R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
3089 R_Shadow_RenderMode_End();
3092 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3093 typedef struct suffixinfo_s
3096 qboolean flipx, flipy, flipdiagonal;
3099 static suffixinfo_t suffix[3][6] =
3102 {"px", false, false, false},
3103 {"nx", false, false, false},
3104 {"py", false, false, false},
3105 {"ny", false, false, false},
3106 {"pz", false, false, false},
3107 {"nz", false, false, false}
3110 {"posx", false, false, false},
3111 {"negx", false, false, false},
3112 {"posy", false, false, false},
3113 {"negy", false, false, false},
3114 {"posz", false, false, false},
3115 {"negz", false, false, false}
3118 {"rt", true, false, true},
3119 {"lf", false, true, true},
3120 {"ft", true, true, false},
3121 {"bk", false, false, false},
3122 {"up", true, false, true},
3123 {"dn", true, false, true}
3127 static int componentorder[4] = {0, 1, 2, 3};
3129 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
3131 int i, j, cubemapsize;
3132 unsigned char *cubemappixels, *image_rgba;
3133 rtexture_t *cubemaptexture;
3135 // must start 0 so the first loadimagepixels has no requested width/height
3137 cubemappixels = NULL;
3138 cubemaptexture = NULL;
3139 // keep trying different suffix groups (posx, px, rt) until one loads
3140 for (j = 0;j < 3 && !cubemappixels;j++)
3142 // load the 6 images in the suffix group
3143 for (i = 0;i < 6;i++)
3145 // generate an image name based on the base and and suffix
3146 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3148 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
3150 // an image loaded, make sure width and height are equal
3151 if (image_width == image_height)
3153 // if this is the first image to load successfully, allocate the cubemap memory
3154 if (!cubemappixels && image_width >= 1)
3156 cubemapsize = image_width;
3157 // note this clears to black, so unavailable sides are black
3158 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3160 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3162 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3165 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3167 Mem_Free(image_rgba);
3171 // if a cubemap loaded, upload it
3174 if (!r_shadow_filters_texturepool)
3175 r_shadow_filters_texturepool = R_AllocTexturePool();
3176 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
3177 Mem_Free(cubemappixels);
3181 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
3182 for (j = 0;j < 3;j++)
3183 for (i = 0;i < 6;i++)
3184 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3185 Con_Print(" and was unable to find any of them.\n");
3187 return cubemaptexture;
3190 rtexture_t *R_Shadow_Cubemap(const char *basename)
3193 for (i = 0;i < numcubemaps;i++)
3194 if (!strcasecmp(cubemaps[i].basename, basename))
3195 return cubemaps[i].texture;
3196 if (i >= MAX_CUBEMAPS)
3197 return r_texture_whitecube;
3199 strcpy(cubemaps[i].basename, basename);
3200 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3201 if (!cubemaps[i].texture)
3202 cubemaps[i].texture = r_texture_whitecube;
3203 return cubemaps[i].texture;
3206 void R_Shadow_FreeCubemaps(void)
3209 R_FreeTexturePool(&r_shadow_filters_texturepool);
3212 dlight_t *R_Shadow_NewWorldLight(void)
3215 light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3216 light->next = r_shadow_worldlightchain;
3217 r_shadow_worldlightchain = light;
3221 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)
3223 VectorCopy(origin, light->origin);
3224 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3225 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3226 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3227 light->color[0] = max(color[0], 0);
3228 light->color[1] = max(color[1], 0);
3229 light->color[2] = max(color[2], 0);
3230 light->radius = max(radius, 0);
3231 light->style = style;
3232 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3234 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3237 light->shadow = shadowenable;
3238 light->corona = corona;
3241 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3242 light->coronasizescale = coronasizescale;
3243 light->ambientscale = ambientscale;
3244 light->diffusescale = diffusescale;
3245 light->specularscale = specularscale;
3246 light->flags = flags;
3247 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3249 R_RTLight_Update(light, true);
3252 void R_Shadow_FreeWorldLight(dlight_t *light)
3254 dlight_t **lightpointer;
3255 R_RTLight_Uncompile(&light->rtlight);
3256 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3257 if (*lightpointer != light)
3258 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
3259 *lightpointer = light->next;
3263 void R_Shadow_ClearWorldLights(void)
3265 while (r_shadow_worldlightchain)
3266 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3267 r_shadow_selectedlight = NULL;
3268 R_Shadow_FreeCubemaps();
3271 void R_Shadow_SelectLight(dlight_t *light)
3273 if (r_shadow_selectedlight)
3274 r_shadow_selectedlight->selected = false;
3275 r_shadow_selectedlight = light;
3276 if (r_shadow_selectedlight)
3277 r_shadow_selectedlight->selected = true;
3280 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3282 float scale = r_editlights_cursorgrid.value * 0.5f;
3283 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3286 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3289 const dlight_t *light = (dlight_t *)ent;
3291 if (light->selected)
3292 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3295 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[surfacenumber], NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3298 void R_Shadow_DrawLightSprites(void)
3304 for (i = 0;i < 5;i++)
3306 lighttextures[i] = NULL;
3307 if ((pic = Draw_CachePic(va("gfx/crosshair%i", i + 1), true)))
3308 lighttextures[i] = pic->tex;
3311 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3312 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, i % 5, &light->rtlight);
3313 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
3316 void R_Shadow_SelectLightInView(void)
3318 float bestrating, rating, temp[3];
3319 dlight_t *best, *light;
3322 for (light = r_shadow_worldlightchain;light;light = light->next)
3324 VectorSubtract(light->origin, r_vieworigin, temp);
3325 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3328 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3329 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3331 bestrating = rating;
3336 R_Shadow_SelectLight(best);
3339 void R_Shadow_LoadWorldLights(void)
3341 int n, a, style, shadow, flags;
3342 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3343 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3344 if (r_refdef.worldmodel == NULL)
3346 Con_Print("No map loaded.\n");
3349 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3350 strlcat (name, ".rtlights", sizeof (name));
3351 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3361 for (;COM_Parse(t, true) && strcmp(
3362 if (COM_Parse(t, true))
3364 if (com_token[0] == '!')
3367 origin[0] = atof(com_token+1);
3370 origin[0] = atof(com_token);
3375 while (*s && *s != '\n' && *s != '\r')
3381 // check for modifier flags
3388 a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
3391 flags = LIGHTFLAG_REALTIMEMODE;
3399 coronasizescale = 0.25f;
3401 VectorClear(angles);
3404 if (a < 9 || !strcmp(cubemapname, "\"\""))
3406 // remove quotes on cubemapname
3407 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3409 cubemapname[strlen(cubemapname)-1] = 0;
3410 strcpy(cubemapname, cubemapname + 1);
3414 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);
3417 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3425 Con_Printf("invalid rtlights file \"%s\"\n", name);
3426 Mem_Free(lightsstring);
3430 void R_Shadow_SaveWorldLights(void)
3433 size_t bufchars, bufmaxchars;
3435 char name[MAX_QPATH];
3436 char line[MAX_INPUTLINE];
3437 if (!r_shadow_worldlightchain)
3439 if (r_refdef.worldmodel == NULL)
3441 Con_Print("No map loaded.\n");
3444 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3445 strlcat (name, ".rtlights", sizeof (name));
3446 bufchars = bufmaxchars = 0;
3448 for (light = r_shadow_worldlightchain;light;light = light->next)
3450 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3451 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3452 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3453 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
3455 sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
3456 if (bufchars + strlen(line) > bufmaxchars)
3458 bufmaxchars = bufchars + strlen(line) + 2048;
3460 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3464 memcpy(buf, oldbuf, bufchars);
3470 memcpy(buf + bufchars, line, strlen(line));
3471 bufchars += strlen(line);
3475 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3480 void R_Shadow_LoadLightsFile(void)
3483 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3484 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3485 if (r_refdef.worldmodel == NULL)
3487 Con_Print("No map loaded.\n");
3490 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3491 strlcat (name, ".lights", sizeof (name));
3492 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3500 while (*s && *s != '\n' && *s != '\r')
3506 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);
3510 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);
3513 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3514 radius = bound(15, radius, 4096);
3515 VectorScale(color, (2.0f / (8388608.0f)), color);
3516 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3524 Con_Printf("invalid lights file \"%s\"\n", name);
3525 Mem_Free(lightsstring);
3529 // tyrlite/hmap2 light types in the delay field
3530 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3532 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3534 int entnum, style, islight, skin, pflags, effects, type, n;
3537 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3538 char key[256], value[MAX_INPUTLINE];
3540 if (r_refdef.worldmodel == NULL)
3542 Con_Print("No map loaded.\n");
3545 // try to load a .ent file first
3546 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3547 strlcat (key, ".ent", sizeof (key));
3548 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
3549 // and if that is not found, fall back to the bsp file entity string
3551 data = r_refdef.worldmodel->brush.entities;
3554 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3556 type = LIGHTTYPE_MINUSX;
3557 origin[0] = origin[1] = origin[2] = 0;
3558 originhack[0] = originhack[1] = originhack[2] = 0;
3559 angles[0] = angles[1] = angles[2] = 0;
3560 color[0] = color[1] = color[2] = 1;
3561 light[0] = light[1] = light[2] = 1;light[3] = 300;
3562 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3572 if (!COM_ParseToken(&data, false))
3574 if (com_token[0] == '}')
3575 break; // end of entity
3576 if (com_token[0] == '_')
3577 strcpy(key, com_token + 1);
3579 strcpy(key, com_token);
3580 while (key[strlen(key)-1] == ' ') // remove trailing spaces
3581 key[strlen(key)-1] = 0;
3582 if (!COM_ParseToken(&data, false))
3584 strcpy(value, com_token);
3586 // now that we have the key pair worked out...
3587 if (!strcmp("light", key))
3589 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3593 light[0] = vec[0] * (1.0f / 256.0f);
3594 light[1] = vec[0] * (1.0f / 256.0f);
3595 light[2] = vec[0] * (1.0f / 256.0f);
3601 light[0] = vec[0] * (1.0f / 255.0f);
3602 light[1] = vec[1] * (1.0f / 255.0f);
3603 light[2] = vec[2] * (1.0f / 255.0f);
3607 else if (!strcmp("delay", key))
3609 else if (!strcmp("origin", key))
3610 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3611 else if (!strcmp("angle", key))
3612 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3613 else if (!strcmp("angles", key))
3614 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3615 else if (!strcmp("color", key))
3616 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3617 else if (!strcmp("wait", key))
3618 fadescale = atof(value);
3619 else if (!strcmp("classname", key))
3621 if (!strncmp(value, "light", 5))
3624 if (!strcmp(value, "light_fluoro"))
3629 overridecolor[0] = 1;
3630 overridecolor[1] = 1;
3631 overridecolor[2] = 1;
3633 if (!strcmp(value, "light_fluorospark"))
3638 overridecolor[0] = 1;
3639 overridecolor[1] = 1;
3640 overridecolor[2] = 1;
3642 if (!strcmp(value, "light_globe"))
3647 overridecolor[0] = 1;
3648 overridecolor[1] = 0.8;
3649 overridecolor[2] = 0.4;
3651 if (!strcmp(value, "light_flame_large_yellow"))
3656 overridecolor[0] = 1;
3657 overridecolor[1] = 0.5;
3658 overridecolor[2] = 0.1;
3660 if (!strcmp(value, "light_flame_small_yellow"))
3665 overridecolor[0] = 1;
3666 overridecolor[1] = 0.5;
3667 overridecolor[2] = 0.1;
3669 if (!strcmp(value, "light_torch_small_white"))
3674 overridecolor[0] = 1;
3675 overridecolor[1] = 0.5;
3676 overridecolor[2] = 0.1;
3678 if (!strcmp(value, "light_torch_small_walltorch"))
3683 overridecolor[0] = 1;
3684 overridecolor[1] = 0.5;
3685 overridecolor[2] = 0.1;
3689 else if (!strcmp("style", key))
3690 style = atoi(value);
3691 else if (!strcmp("skin", key))
3692 skin = (int)atof(value);
3693 else if (!strcmp("pflags", key))
3694 pflags = (int)atof(value);
3695 else if (!strcmp("effects", key))
3696 effects = (int)atof(value);
3697 else if (r_refdef.worldmodel->type == mod_brushq3)
3699 if (!strcmp("scale", key))
3700 lightscale = atof(value);
3701 if (!strcmp("fade", key))
3702 fadescale = atof(value);
3707 if (lightscale <= 0)
3711 if (color[0] == color[1] && color[0] == color[2])
3713 color[0] *= overridecolor[0];
3714 color[1] *= overridecolor[1];
3715 color[2] *= overridecolor[2];
3717 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3718 color[0] = color[0] * light[0];
3719 color[1] = color[1] * light[1];
3720 color[2] = color[2] * light[2];
3723 case LIGHTTYPE_MINUSX:
3725 case LIGHTTYPE_RECIPX:
3727 VectorScale(color, (1.0f / 16.0f), color);
3729 case LIGHTTYPE_RECIPXX:
3731 VectorScale(color, (1.0f / 16.0f), color);
3734 case LIGHTTYPE_NONE:
3738 case LIGHTTYPE_MINUSXX:
3741 VectorAdd(origin, originhack, origin);
3743 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);
3746 Mem_Free(entfiledata);
3750 void R_Shadow_SetCursorLocationForView(void)
3753 vec3_t dest, endpos;
3755 VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3756 trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3757 if (trace.fraction < 1)
3759 dist = trace.fraction * r_editlights_cursordistance.value;
3760 push = r_editlights_cursorpushback.value;
3764 VectorMA(trace.endpos, push, r_viewforward, endpos);
3765 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3769 VectorClear( endpos );
3771 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3772 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3773 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3776 void R_Shadow_UpdateWorldLightSelection(void)
3778 if (r_editlights.integer)
3780 R_Shadow_SetCursorLocationForView();
3781 R_Shadow_SelectLightInView();
3782 R_Shadow_DrawLightSprites();
3785 R_Shadow_SelectLight(NULL);
3788 void R_Shadow_EditLights_Clear_f(void)
3790 R_Shadow_ClearWorldLights();
3793 void R_Shadow_EditLights_Reload_f(void)
3795 if (!r_refdef.worldmodel)
3797 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3798 R_Shadow_ClearWorldLights();
3799 R_Shadow_LoadWorldLights();
3800 if (r_shadow_worldlightchain == NULL)
3802 R_Shadow_LoadLightsFile();
3803 if (r_shadow_worldlightchain == NULL)
3804 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3808 void R_Shadow_EditLights_Save_f(void)
3810 if (!r_refdef.worldmodel)
3812 R_Shadow_SaveWorldLights();
3815 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3817 R_Shadow_ClearWorldLights();
3818 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3821 void R_Shadow_EditLights_ImportLightsFile_f(void)
3823 R_Shadow_ClearWorldLights();
3824 R_Shadow_LoadLightsFile();
3827 void R_Shadow_EditLights_Spawn_f(void)
3830 if (!r_editlights.integer)
3832 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3835 if (Cmd_Argc() != 1)
3837 Con_Print("r_editlights_spawn does not take parameters\n");
3840 color[0] = color[1] = color[2] = 1;
3841 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3844 void R_Shadow_EditLights_Edit_f(void)
3846 vec3_t origin, angles, color;
3847 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3848 int style, shadows, flags, normalmode, realtimemode;
3849 char cubemapname[MAX_INPUTLINE];
3850 if (!r_editlights.integer)
3852 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3855 if (!r_shadow_selectedlight)
3857 Con_Print("No selected light.\n");
3860 VectorCopy(r_shadow_selectedlight->origin, origin);
3861 VectorCopy(r_shadow_selectedlight->angles, angles);
3862 VectorCopy(r_shadow_selectedlight->color, color);
3863 radius = r_shadow_selectedlight->radius;
3864 style = r_shadow_selectedlight->style;
3865 if (r_shadow_selectedlight->cubemapname)
3866 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3869 shadows = r_shadow_selectedlight->shadow;
3870 corona = r_shadow_selectedlight->corona;
3871 coronasizescale = r_shadow_selectedlight->coronasizescale;
3872 ambientscale = r_shadow_selectedlight->ambientscale;
3873 diffusescale = r_shadow_selectedlight->diffusescale;
3874 specularscale = r_shadow_selectedlight->specularscale;
3875 flags = r_shadow_selectedlight->flags;
3876 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3877 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3878 if (!strcmp(Cmd_Argv(1), "origin"))
3880 if (Cmd_Argc() != 5)
3882 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3885 origin[0] = atof(Cmd_Argv(2));
3886 origin[1] = atof(Cmd_Argv(3));
3887 origin[2] = atof(Cmd_Argv(4));
3889 else if (!strcmp(Cmd_Argv(1), "originx"))
3891 if (Cmd_Argc() != 3)
3893 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3896 origin[0] = atof(Cmd_Argv(2));
3898 else if (!strcmp(Cmd_Argv(1), "originy"))
3900 if (Cmd_Argc() != 3)
3902 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3905 origin[1] = atof(Cmd_Argv(2));
3907 else if (!strcmp(Cmd_Argv(1), "originz"))
3909 if (Cmd_Argc() != 3)
3911 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3914 origin[2] = atof(Cmd_Argv(2));
3916 else if (!strcmp(Cmd_Argv(1), "move"))
3918 if (Cmd_Argc() != 5)
3920 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3923 origin[0] += atof(Cmd_Argv(2));
3924 origin[1] += atof(Cmd_Argv(3));
3925 origin[2] += atof(Cmd_Argv(4));
3927 else if (!strcmp(Cmd_Argv(1), "movex"))
3929 if (Cmd_Argc() != 3)
3931 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3934 origin[0] += atof(Cmd_Argv(2));
3936 else if (!strcmp(Cmd_Argv(1), "movey"))
3938 if (Cmd_Argc() != 3)
3940 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3943 origin[1] += atof(Cmd_Argv(2));
3945 else if (!strcmp(Cmd_Argv(1), "movez"))
3947 if (Cmd_Argc() != 3)
3949 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3952 origin[2] += atof(Cmd_Argv(2));
3954 else if (!strcmp(Cmd_Argv(1), "angles"))
3956 if (Cmd_Argc() != 5)
3958 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3961 angles[0] = atof(Cmd_Argv(2));
3962 angles[1] = atof(Cmd_Argv(3));
3963 angles[2] = atof(Cmd_Argv(4));
3965 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3967 if (Cmd_Argc() != 3)
3969 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3972 angles[0] = atof(Cmd_Argv(2));
3974 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3976 if (Cmd_Argc() != 3)
3978 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3981 angles[1] = atof(Cmd_Argv(2));
3983 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3985 if (Cmd_Argc() != 3)
3987 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3990 angles[2] = atof(Cmd_Argv(2));
3992 else if (!strcmp(Cmd_Argv(1), "color"))
3994 if (Cmd_Argc() != 5)
3996 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3999 color[0] = atof(Cmd_Argv(2));
4000 color[1] = atof(Cmd_Argv(3));
4001 color[2] = atof(Cmd_Argv(4));
4003 else if (!strcmp(Cmd_Argv(1), "radius"))
4005 if (Cmd_Argc() != 3)
4007 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4010 radius = atof(Cmd_Argv(2));
4012 else if (!strcmp(Cmd_Argv(1), "colorscale"))
4014 if (Cmd_Argc() == 3)
4016 double scale = atof(Cmd_Argv(2));
4023 if (Cmd_Argc() != 5)
4025 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
4028 color[0] *= atof(Cmd_Argv(2));
4029 color[1] *= atof(Cmd_Argv(3));
4030 color[2] *= atof(Cmd_Argv(4));
4033 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
4035 if (Cmd_Argc() != 3)
4037 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4040 radius *= atof(Cmd_Argv(2));
4042 else if (!strcmp(Cmd_Argv(1), "style"))
4044 if (Cmd_Argc() != 3)
4046 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4049 style = atoi(Cmd_Argv(2));
4051 else if (!strcmp(Cmd_Argv(1), "cubemap"))
4055 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4058 if (Cmd_Argc() == 3)
4059 strcpy(cubemapname, Cmd_Argv(2));
4063 else if (!strcmp(Cmd_Argv(1), "shadows"))
4065 if (Cmd_Argc() != 3)
4067 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4070 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4072 else if (!strcmp(Cmd_Argv(1), "corona"))
4074 if (Cmd_Argc() != 3)
4076 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4079 corona = atof(Cmd_Argv(2));
4081 else if (!strcmp(Cmd_Argv(1), "coronasize"))
4083 if (Cmd_Argc() != 3)
4085 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4088 coronasizescale = atof(Cmd_Argv(2));
4090 else if (!strcmp(Cmd_Argv(1), "ambient"))
4092 if (Cmd_Argc() != 3)
4094 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4097 ambientscale = atof(Cmd_Argv(2));
4099 else if (!strcmp(Cmd_Argv(1), "diffuse"))
4101 if (Cmd_Argc() != 3)
4103 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4106 diffusescale = atof(Cmd_Argv(2));
4108 else if (!strcmp(Cmd_Argv(1), "specular"))
4110 if (Cmd_Argc() != 3)
4112 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4115 specularscale = atof(Cmd_Argv(2));
4117 else if (!strcmp(Cmd_Argv(1), "normalmode"))
4119 if (Cmd_Argc() != 3)
4121 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4124 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4126 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
4128 if (Cmd_Argc() != 3)
4130 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4133 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4137 Con_Print("usage: r_editlights_edit [property] [value]\n");
4138 Con_Print("Selected light's properties:\n");
4139 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
4140 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
4141 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
4142 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
4143 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
4144 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
4145 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
4146 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
4147 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
4148 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
4149 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
4150 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
4151 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
4152 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
4155 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
4156 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4159 void R_Shadow_EditLights_EditAll_f(void)
4163 if (!r_editlights.integer)
4165 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4169 for (light = r_shadow_worldlightchain;light;light = light->next)
4171 R_Shadow_SelectLight(light);
4172 R_Shadow_EditLights_Edit_f();
4176 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4178 int lightnumber, lightcount;
4182 if (!r_editlights.integer)
4188 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
4189 if (light == r_shadow_selectedlight)
4190 lightnumber = lightcount;
4191 sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4192 if (r_shadow_selectedlight == NULL)
4194 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4195 sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4196 sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4197 sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4198 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4199 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4200 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4201 sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4202 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4203 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4204 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4205 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4206 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4207 sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4208 sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4211 void R_Shadow_EditLights_ToggleShadow_f(void)
4213 if (!r_editlights.integer)
4215 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4218 if (!r_shadow_selectedlight)
4220 Con_Print("No selected light.\n");
4223 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);
4226 void R_Shadow_EditLights_ToggleCorona_f(void)
4228 if (!r_editlights.integer)
4230 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4233 if (!r_shadow_selectedlight)
4235 Con_Print("No selected light.\n");
4238 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);
4241 void R_Shadow_EditLights_Remove_f(void)
4243 if (!r_editlights.integer)
4245 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
4248 if (!r_shadow_selectedlight)
4250 Con_Print("No selected light.\n");
4253 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4254 r_shadow_selectedlight = NULL;
4257 void R_Shadow_EditLights_Help_f(void)
4260 "Documentation on r_editlights system:\n"
4262 "r_editlights : enable/disable editing mode\n"
4263 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4264 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4265 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4266 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4267 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4269 "r_editlights_help : this help\n"
4270 "r_editlights_clear : remove all lights\n"
4271 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4272 "r_editlights_save : save to .rtlights file\n"
4273 "r_editlights_spawn : create a light with default settings\n"
4274 "r_editlights_edit command : edit selected light - more documentation below\n"
4275 "r_editlights_remove : remove selected light\n"
4276 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4277 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4278 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4280 "origin x y z : set light location\n"
4281 "originx x: set x component of light location\n"
4282 "originy y: set y component of light location\n"
4283 "originz z: set z component of light location\n"
4284 "move x y z : adjust light location\n"
4285 "movex x: adjust x component of light location\n"
4286 "movey y: adjust y component of light location\n"
4287 "movez z: adjust z component of light location\n"
4288 "angles x y z : set light angles\n"
4289 "anglesx x: set x component of light angles\n"
4290 "anglesy y: set y component of light angles\n"
4291 "anglesz z: set z component of light angles\n"
4292 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4293 "radius radius : set radius (size) of light\n"
4294 "colorscale grey : multiply color of light (1 does nothing)\n"
4295 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4296 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4297 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4298 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4299 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4300 "shadows 1/0 : turn on/off shadows\n"
4301 "corona n : set corona intensity\n"
4302 "coronasize n : set corona size (0-1)\n"
4303 "ambient n : set ambient intensity (0-1)\n"
4304 "diffuse n : set diffuse intensity (0-1)\n"
4305 "specular n : set specular intensity (0-1)\n"
4306 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4307 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4308 "<nothing> : print light properties to console\n"
4312 void R_Shadow_EditLights_CopyInfo_f(void)
4314 if (!r_editlights.integer)
4316 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
4319 if (!r_shadow_selectedlight)
4321 Con_Print("No selected light.\n");
4324 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4325 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4326 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4327 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4328 if (r_shadow_selectedlight->cubemapname)
4329 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4331 r_shadow_bufferlight.cubemapname[0] = 0;
4332 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4333 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4334 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4335 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4336 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4337 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4338 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4341 void R_Shadow_EditLights_PasteInfo_f(void)
4343 if (!r_editlights.integer)
4345 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
4348 if (!r_shadow_selectedlight)
4350 Con_Print("No selected light.\n");
4353 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);
4356 void R_Shadow_EditLights_Init(void)
4358 Cvar_RegisterVariable(&r_editlights);
4359 Cvar_RegisterVariable(&r_editlights_cursordistance);
4360 Cvar_RegisterVariable(&r_editlights_cursorpushback);
4361 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4362 Cvar_RegisterVariable(&r_editlights_cursorgrid);
4363 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4364 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
4365 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
4366 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)");
4367 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
4368 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
4369 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
4370 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)");
4371 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
4372 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
4373 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
4374 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
4375 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
4376 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
4377 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)");