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 " myhvec4 texturecolor = myhvec4(texture2D(Texture_Color, TexCoord));\n"
438 " colorscale *= texturecolor.a;\n"
439 " myhvec3 color = myhvec3(texturecolor);\n"
440 "#ifdef USECOLORMAPPING\n"
441 " color += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
443 " color *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
444 "#ifdef USESPECULAR\n"
445 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
446 " color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
449 "#ifdef USECUBEFILTER\n"
450 " // apply light cubemap filter\n"
451 " color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
454 " // calculate fragment color (apply light color and attenuation/fog scaling)\n"
455 " gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
459 void r_shadow_start(void)
462 // use half float math where available (speed gain on NVIDIA GFFX and GF6)
463 if (gl_support_half_float)
464 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
465 // allocate vertex processing arrays
467 r_shadow_attenuation2dtexture = NULL;
468 r_shadow_attenuation3dtexture = NULL;
469 r_shadow_texturepool = NULL;
470 r_shadow_filters_texturepool = NULL;
471 R_Shadow_ValidateCvars();
472 R_Shadow_MakeTextures();
473 maxshadowelements = 0;
474 shadowelements = NULL;
482 shadowmarklist = NULL;
484 r_shadow_buffer_numleafpvsbytes = 0;
485 r_shadow_buffer_leafpvs = NULL;
486 r_shadow_buffer_leaflist = NULL;
487 r_shadow_buffer_numsurfacepvsbytes = 0;
488 r_shadow_buffer_surfacepvs = NULL;
489 r_shadow_buffer_surfacelist = NULL;
490 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
491 r_shadow_program_light[i] = 0;
492 if (gl_support_fragment_shader)
494 char *vertstring, *fragstring;
495 int vertstrings_count;
496 int fragstrings_count;
497 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
498 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
499 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false, NULL);
500 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false, NULL);
501 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
503 char permutationname[256];
504 vertstrings_count = 0;
505 fragstrings_count = 0;
506 permutationname[0] = 0;
507 if (i & SHADERPERMUTATION_COLORMAPPING)
509 vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n";
510 fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n";
511 strlcat(permutationname, " colormapping", sizeof(permutationname));
513 if (i & SHADERPERMUTATION_SPECULAR)
515 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
516 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
517 strlcat(permutationname, " specular", sizeof(permutationname));
519 if (i & SHADERPERMUTATION_FOG)
521 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
522 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
523 strlcat(permutationname, " fog", sizeof(permutationname));
525 if (i & SHADERPERMUTATION_CUBEFILTER)
527 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
528 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
529 strlcat(permutationname, " cubefilter", sizeof(permutationname));
531 if (i & SHADERPERMUTATION_OFFSETMAPPING)
533 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
534 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
535 strlcat(permutationname, " offsetmapping", sizeof(permutationname));
537 if (i & SHADERPERMUTATION_SURFACENORMALIZE)
539 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
540 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
541 strlcat(permutationname, " surfacenormalize", sizeof(permutationname));
543 if (i & SHADERPERMUTATION_GEFORCEFX)
545 // if the extension does not exist, don't try to compile it
546 if (!gl_support_half_float)
548 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
549 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
550 strlcat(permutationname, " halffloat", sizeof(permutationname));
552 vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
553 fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
554 r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
555 if (!r_shadow_program_light[i])
557 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/light");
560 qglUseProgramObjectARB(r_shadow_program_light[i]);
561 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
562 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
563 if (i & SHADERPERMUTATION_SPECULAR)
565 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
567 if (i & SHADERPERMUTATION_CUBEFILTER)
569 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
571 if (i & SHADERPERMUTATION_FOG)
573 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
575 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Pants"), 5);CHECKGLERROR
576 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Shirt"), 6);CHECKGLERROR
578 qglUseProgramObjectARB(0);
580 Mem_Free(fragstring);
582 Mem_Free(vertstring);
586 void r_shadow_shutdown(void)
589 R_Shadow_UncompileWorldLights();
590 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
592 if (r_shadow_program_light[i])
594 GL_Backend_FreeProgram(r_shadow_program_light[i]);
595 r_shadow_program_light[i] = 0;
599 r_shadow_attenuation2dtexture = NULL;
600 r_shadow_attenuation3dtexture = NULL;
601 R_FreeTexturePool(&r_shadow_texturepool);
602 R_FreeTexturePool(&r_shadow_filters_texturepool);
603 maxshadowelements = 0;
605 Mem_Free(shadowelements);
606 shadowelements = NULL;
609 Mem_Free(vertexupdate);
612 Mem_Free(vertexremap);
618 Mem_Free(shadowmark);
621 Mem_Free(shadowmarklist);
622 shadowmarklist = NULL;
624 r_shadow_buffer_numleafpvsbytes = 0;
625 if (r_shadow_buffer_leafpvs)
626 Mem_Free(r_shadow_buffer_leafpvs);
627 r_shadow_buffer_leafpvs = NULL;
628 if (r_shadow_buffer_leaflist)
629 Mem_Free(r_shadow_buffer_leaflist);
630 r_shadow_buffer_leaflist = NULL;
631 r_shadow_buffer_numsurfacepvsbytes = 0;
632 if (r_shadow_buffer_surfacepvs)
633 Mem_Free(r_shadow_buffer_surfacepvs);
634 r_shadow_buffer_surfacepvs = NULL;
635 if (r_shadow_buffer_surfacelist)
636 Mem_Free(r_shadow_buffer_surfacelist);
637 r_shadow_buffer_surfacelist = NULL;
640 void r_shadow_newmap(void)
644 void R_Shadow_Help_f(void)
647 "Documentation on r_shadow system:\n"
649 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
650 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
651 "r_shadow_debuglight : render only this light number (-1 = all)\n"
652 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
653 "r_shadow_gloss2intensity : brightness of forced gloss\n"
654 "r_shadow_glossintensity : brightness of textured gloss\n"
655 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
656 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
657 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
658 "r_shadow_portallight : use portal visibility for static light precomputation\n"
659 "r_shadow_projectdistance : shadow volume projection distance\n"
660 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
661 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
662 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
663 "r_shadow_realtime_world : use high quality world lighting mode\n"
664 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
665 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
666 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
667 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
668 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
669 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
670 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
671 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
672 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
673 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
674 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
675 "r_shadow_scissor : use scissor optimization\n"
676 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
677 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
678 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
679 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
680 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
682 "r_shadow_help : this help\n"
686 void R_Shadow_Init(void)
688 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
689 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
690 Cvar_RegisterVariable(&r_shadow_debuglight);
691 Cvar_RegisterVariable(&r_shadow_gloss);
692 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
693 Cvar_RegisterVariable(&r_shadow_glossintensity);
694 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
695 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
696 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
697 Cvar_RegisterVariable(&r_shadow_portallight);
698 Cvar_RegisterVariable(&r_shadow_projectdistance);
699 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
700 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
701 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
702 Cvar_RegisterVariable(&r_shadow_realtime_world);
703 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
704 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
705 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
706 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
707 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
708 Cvar_RegisterVariable(&r_shadow_scissor);
709 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
710 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
711 Cvar_RegisterVariable(&r_shadow_texture3d);
712 Cvar_RegisterVariable(&r_shadow_visiblelighting);
713 Cvar_RegisterVariable(&r_shadow_visiblevolumes);
714 Cvar_RegisterVariable(&r_shadow_glsl);
715 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
716 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
717 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
718 Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
719 Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
720 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
721 if (gamemode == GAME_TENEBRAE)
723 Cvar_SetValue("r_shadow_gloss", 2);
724 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
726 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
727 R_Shadow_EditLights_Init();
728 r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
729 r_shadow_worldlightchain = NULL;
730 maxshadowelements = 0;
731 shadowelements = NULL;
739 shadowmarklist = NULL;
741 r_shadow_buffer_numleafpvsbytes = 0;
742 r_shadow_buffer_leafpvs = NULL;
743 r_shadow_buffer_leaflist = NULL;
744 r_shadow_buffer_numsurfacepvsbytes = 0;
745 r_shadow_buffer_surfacepvs = NULL;
746 r_shadow_buffer_surfacelist = NULL;
747 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
750 matrix4x4_t matrix_attenuationxyz =
753 {0.5, 0.0, 0.0, 0.5},
754 {0.0, 0.5, 0.0, 0.5},
755 {0.0, 0.0, 0.5, 0.5},
760 matrix4x4_t matrix_attenuationz =
763 {0.0, 0.0, 0.5, 0.5},
764 {0.0, 0.0, 0.0, 0.5},
765 {0.0, 0.0, 0.0, 0.5},
770 int *R_Shadow_ResizeShadowElements(int numtris)
772 // make sure shadowelements is big enough for this volume
773 if (maxshadowelements < numtris * 24)
775 maxshadowelements = numtris * 24;
777 Mem_Free(shadowelements);
778 shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
780 return shadowelements;
783 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
785 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
786 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
787 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
789 if (r_shadow_buffer_leafpvs)
790 Mem_Free(r_shadow_buffer_leafpvs);
791 if (r_shadow_buffer_leaflist)
792 Mem_Free(r_shadow_buffer_leaflist);
793 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
794 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
795 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
797 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
799 if (r_shadow_buffer_surfacepvs)
800 Mem_Free(r_shadow_buffer_surfacepvs);
801 if (r_shadow_buffer_surfacelist)
802 Mem_Free(r_shadow_buffer_surfacelist);
803 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
804 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
805 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
809 void R_Shadow_PrepareShadowMark(int numtris)
811 // make sure shadowmark is big enough for this volume
812 if (maxshadowmark < numtris)
814 maxshadowmark = numtris;
816 Mem_Free(shadowmark);
818 Mem_Free(shadowmarklist);
819 shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
820 shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
824 // if shadowmarkcount wrapped we clear the array and adjust accordingly
825 if (shadowmarkcount == 0)
828 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
833 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)
836 int outtriangles = 0, outvertices = 0;
840 if (maxvertexupdate < innumvertices)
842 maxvertexupdate = innumvertices;
844 Mem_Free(vertexupdate);
846 Mem_Free(vertexremap);
847 vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
848 vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
852 if (vertexupdatenum == 0)
855 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
856 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
859 for (i = 0;i < numshadowmarktris;i++)
860 shadowmark[shadowmarktris[i]] = shadowmarkcount;
862 for (i = 0;i < numshadowmarktris;i++)
864 element = inelement3i + shadowmarktris[i] * 3;
865 // make sure the vertices are created
866 for (j = 0;j < 3;j++)
868 if (vertexupdate[element[j]] != vertexupdatenum)
870 float ratio, direction[3];
871 vertexupdate[element[j]] = vertexupdatenum;
872 vertexremap[element[j]] = outvertices;
873 vertex = invertex3f + element[j] * 3;
874 // project one copy of the vertex to the sphere radius of the light
875 // (FIXME: would projecting it to the light box be better?)
876 VectorSubtract(vertex, projectorigin, direction);
877 ratio = projectdistance / VectorLength(direction);
878 VectorCopy(vertex, outvertex3f);
879 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
886 for (i = 0;i < numshadowmarktris;i++)
888 int remappedelement[3];
890 const int *neighbortriangle;
892 markindex = shadowmarktris[i] * 3;
893 element = inelement3i + markindex;
894 neighbortriangle = inneighbor3i + markindex;
895 // output the front and back triangles
896 outelement3i[0] = vertexremap[element[0]];
897 outelement3i[1] = vertexremap[element[1]];
898 outelement3i[2] = vertexremap[element[2]];
899 outelement3i[3] = vertexremap[element[2]] + 1;
900 outelement3i[4] = vertexremap[element[1]] + 1;
901 outelement3i[5] = vertexremap[element[0]] + 1;
905 // output the sides (facing outward from this triangle)
906 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
908 remappedelement[0] = vertexremap[element[0]];
909 remappedelement[1] = vertexremap[element[1]];
910 outelement3i[0] = remappedelement[1];
911 outelement3i[1] = remappedelement[0];
912 outelement3i[2] = remappedelement[0] + 1;
913 outelement3i[3] = remappedelement[1];
914 outelement3i[4] = remappedelement[0] + 1;
915 outelement3i[5] = remappedelement[1] + 1;
920 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
922 remappedelement[1] = vertexremap[element[1]];
923 remappedelement[2] = vertexremap[element[2]];
924 outelement3i[0] = remappedelement[2];
925 outelement3i[1] = remappedelement[1];
926 outelement3i[2] = remappedelement[1] + 1;
927 outelement3i[3] = remappedelement[2];
928 outelement3i[4] = remappedelement[1] + 1;
929 outelement3i[5] = remappedelement[2] + 1;
934 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
936 remappedelement[0] = vertexremap[element[0]];
937 remappedelement[2] = vertexremap[element[2]];
938 outelement3i[0] = remappedelement[0];
939 outelement3i[1] = remappedelement[2];
940 outelement3i[2] = remappedelement[2] + 1;
941 outelement3i[3] = remappedelement[0];
942 outelement3i[4] = remappedelement[2] + 1;
943 outelement3i[5] = remappedelement[0] + 1;
950 *outnumvertices = outvertices;
954 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)
957 if (projectdistance < 0.1)
959 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
962 if (!numverts || !nummarktris)
964 // make sure shadowelements is big enough for this volume
965 if (maxshadowelements < nummarktris * 24)
966 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
967 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
968 renderstats.lights_dynamicshadowtriangles += tris;
969 R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
972 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)
977 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
979 tend = firsttriangle + numtris;
980 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
981 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
982 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
984 // surface box entirely inside light box, no box cull
985 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
986 if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
987 shadowmarklist[numshadowmark++] = t;
991 // surface box not entirely inside light box, cull each triangle
992 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
994 v[0] = invertex3f + e[0] * 3;
995 v[1] = invertex3f + e[1] * 3;
996 v[2] = invertex3f + e[2] * 3;
997 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
998 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
999 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
1000 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
1001 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
1002 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
1003 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1004 shadowmarklist[numshadowmark++] = t;
1009 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
1012 if (r_shadow_compilingrtlight)
1014 // if we're compiling an rtlight, capture the mesh
1015 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
1018 renderstats.lights_shadowtriangles += numtriangles;
1019 memset(&m, 0, sizeof(m));
1020 m.pointer_vertex = vertex3f;
1022 GL_LockArrays(0, numvertices);
1023 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
1025 // decrement stencil if backface is behind depthbuffer
1026 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
1027 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1028 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1029 // increment stencil if frontface is behind depthbuffer
1030 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1031 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1033 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1034 GL_LockArrays(0, 0);
1037 static void R_Shadow_MakeTextures(void)
1040 float v[3], intensity;
1041 unsigned char *data;
1042 R_FreeTexturePool(&r_shadow_texturepool);
1043 r_shadow_texturepool = R_AllocTexturePool();
1044 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1045 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1046 #define ATTEN2DSIZE 64
1047 #define ATTEN3DSIZE 32
1048 data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1049 for (y = 0;y < ATTEN2DSIZE;y++)
1051 for (x = 0;x < ATTEN2DSIZE;x++)
1053 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1054 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1056 intensity = 1.0f - sqrt(DotProduct(v, v));
1058 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1059 d = bound(0, intensity, 255);
1060 data[(y*ATTEN2DSIZE+x)*4+0] = d;
1061 data[(y*ATTEN2DSIZE+x)*4+1] = d;
1062 data[(y*ATTEN2DSIZE+x)*4+2] = d;
1063 data[(y*ATTEN2DSIZE+x)*4+3] = d;
1066 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1067 if (r_shadow_texture3d.integer)
1069 for (z = 0;z < ATTEN3DSIZE;z++)
1071 for (y = 0;y < ATTEN3DSIZE;y++)
1073 for (x = 0;x < ATTEN3DSIZE;x++)
1075 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1076 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1077 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1078 intensity = 1.0f - sqrt(DotProduct(v, v));
1080 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1081 d = bound(0, intensity, 255);
1082 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1083 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1084 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1085 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1089 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1094 void R_Shadow_ValidateCvars(void)
1096 if (r_shadow_texture3d.integer && !gl_texture3d)
1097 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1098 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1099 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1102 // light currently being rendered
1103 rtlight_t *r_shadow_rtlight;
1105 // this is the location of the eye in entity space
1106 vec3_t r_shadow_entityeyeorigin;
1107 // this is the location of the light in entity space
1108 vec3_t r_shadow_entitylightorigin;
1109 // this transforms entity coordinates to light filter cubemap coordinates
1110 // (also often used for other purposes)
1111 matrix4x4_t r_shadow_entitytolight;
1112 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1113 // of attenuation texturing in full 3D (Z result often ignored)
1114 matrix4x4_t r_shadow_entitytoattenuationxyz;
1115 // this transforms only the Z to S, and T is always 0.5
1116 matrix4x4_t r_shadow_entitytoattenuationz;
1118 static int r_shadow_lightpermutation;
1119 static int r_shadow_lightprog;
1121 void R_Shadow_RenderMode_Begin(void)
1125 R_Shadow_ValidateCvars();
1127 if (!r_shadow_attenuation2dtexture
1128 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1129 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1130 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1131 R_Shadow_MakeTextures();
1133 memset(&m, 0, sizeof(m));
1135 GL_BlendFunc(GL_ONE, GL_ZERO);
1136 GL_DepthMask(false);
1138 GL_Color(0, 0, 0, 1);
1139 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1140 qglEnable(GL_CULL_FACE);
1141 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1143 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1145 if (gl_ext_stenciltwoside.integer)
1146 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
1148 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
1150 if (r_shadow_glsl.integer && r_shadow_program_light[0])
1151 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1152 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1153 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1155 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1158 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
1160 r_shadow_rtlight = rtlight;
1163 void R_Shadow_RenderMode_Reset(void)
1166 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1168 qglUseProgramObjectARB(0);
1169 // HACK HACK HACK: work around for bug in NVIDIAI 6xxx drivers that causes GL_OUT_OF_MEMORY and/or software rendering
1170 qglBegin(GL_TRIANGLES);
1174 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1175 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1176 memset(&m, 0, sizeof(m));
1180 void R_Shadow_RenderMode_StencilShadowVolumes(void)
1182 R_Shadow_RenderMode_Reset();
1183 GL_Color(1, 1, 1, 1);
1184 GL_ColorMask(0, 0, 0, 0);
1185 GL_BlendFunc(GL_ONE, GL_ZERO);
1186 GL_DepthMask(false);
1188 qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1189 //if (r_shadow_shadow_polygonoffset.value != 0)
1191 // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1192 // qglEnable(GL_POLYGON_OFFSET_FILL);
1195 // qglDisable(GL_POLYGON_OFFSET_FILL);
1196 qglDepthFunc(GL_LESS);
1197 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1198 qglEnable(GL_STENCIL_TEST);
1199 qglStencilFunc(GL_ALWAYS, 128, ~0);
1200 r_shadow_rendermode = r_shadow_shadowingrendermode;
1201 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1203 qglDisable(GL_CULL_FACE);
1204 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1205 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1207 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1208 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1210 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1214 qglEnable(GL_CULL_FACE);
1216 // this is changed by every shadow render so its value here is unimportant
1217 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1219 GL_Clear(GL_STENCIL_BUFFER_BIT);
1220 renderstats.lights_clears++;
1223 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1225 R_Shadow_RenderMode_Reset();
1226 GL_BlendFunc(GL_ONE, GL_ONE);
1227 GL_DepthMask(false);
1229 qglPolygonOffset(0, 0);
1230 //qglDisable(GL_POLYGON_OFFSET_FILL);
1231 GL_Color(1, 1, 1, 1);
1232 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1234 qglDepthFunc(GL_LEQUAL);
1236 qglDepthFunc(GL_EQUAL);
1237 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1238 qglEnable(GL_CULL_FACE);
1240 qglEnable(GL_STENCIL_TEST);
1242 qglDisable(GL_STENCIL_TEST);
1244 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1245 // only draw light where this geometry was already rendered AND the
1246 // stencil is 128 (values other than this mean shadow)
1247 qglStencilFunc(GL_EQUAL, 128, ~0);
1248 r_shadow_rendermode = r_shadow_lightingrendermode;
1249 // do global setup needed for the chosen lighting mode
1250 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1252 R_Mesh_VertexPointer(varray_vertex3f);
1253 R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]);
1254 R_Mesh_TexCoordPointer(1, 3, varray_svector3f);
1255 R_Mesh_TexCoordPointer(2, 3, varray_tvector3f);
1256 R_Mesh_TexCoordPointer(3, 3, varray_normal3f);
1257 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
1258 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
1259 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
1260 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
1261 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
1262 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
1263 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
1264 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
1265 GL_BlendFunc(GL_ONE, GL_ONE);
1266 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1271 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1273 R_Shadow_RenderMode_Reset();
1274 GL_BlendFunc(GL_ONE, GL_ONE);
1275 GL_DepthMask(false);
1276 GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1277 qglPolygonOffset(0, 0);
1278 GL_Color(0.0, 0.0125, 0.1, 1);
1279 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1280 qglDepthFunc(GL_GEQUAL);
1281 qglCullFace(GL_FRONT); // this culls back
1282 qglDisable(GL_CULL_FACE);
1283 qglDisable(GL_STENCIL_TEST);
1284 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1287 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1289 R_Shadow_RenderMode_Reset();
1290 GL_BlendFunc(GL_ONE, GL_ONE);
1291 GL_DepthMask(false);
1292 GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1293 qglPolygonOffset(0, 0);
1294 GL_Color(0.1, 0.0125, 0, 1);
1295 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1297 qglDepthFunc(GL_LEQUAL);
1299 qglDepthFunc(GL_EQUAL);
1300 qglCullFace(GL_FRONT); // this culls back
1301 qglEnable(GL_CULL_FACE);
1303 qglEnable(GL_STENCIL_TEST);
1305 qglDisable(GL_STENCIL_TEST);
1306 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1309 void R_Shadow_RenderMode_End(void)
1311 R_Shadow_RenderMode_Reset();
1312 R_Shadow_RenderMode_ActiveLight(NULL);
1313 GL_BlendFunc(GL_ONE, GL_ZERO);
1316 qglPolygonOffset(0, 0);
1317 //qglDisable(GL_POLYGON_OFFSET_FILL);
1318 GL_Color(1, 1, 1, 1);
1319 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1320 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1321 qglDepthFunc(GL_LEQUAL);
1322 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1323 qglEnable(GL_CULL_FACE);
1324 qglDisable(GL_STENCIL_TEST);
1325 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1326 if (gl_support_stenciltwoside)
1327 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1329 qglStencilFunc(GL_ALWAYS, 128, ~0);
1330 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1333 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1335 int i, ix1, iy1, ix2, iy2;
1336 float x1, y1, x2, y2;
1339 mplane_t planes[11];
1340 float vertex3f[256*3];
1342 // if view is inside the light box, just say yes it's visible
1343 if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1345 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1349 // create a temporary brush describing the area the light can affect in worldspace
1350 VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1351 VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1352 VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1353 VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1354 VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1355 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1356 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1357 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1358 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1359 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1360 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1362 // turn the brush into a mesh
1363 memset(&mesh, 0, sizeof(rmesh_t));
1364 mesh.maxvertices = 256;
1365 mesh.vertex3f = vertex3f;
1366 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1367 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1369 // if that mesh is empty, the light is not visible at all
1370 if (!mesh.numvertices)
1373 if (!r_shadow_scissor.integer)
1376 // if that mesh is not empty, check what area of the screen it covers
1377 x1 = y1 = x2 = y2 = 0;
1379 for (i = 0;i < mesh.numvertices;i++)
1381 VectorCopy(mesh.vertex3f + i * 3, v);
1382 GL_TransformToScreen(v, v2);
1383 //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]);
1386 if (x1 > v2[0]) x1 = v2[0];
1387 if (x2 < v2[0]) x2 = v2[0];
1388 if (y1 > v2[1]) y1 = v2[1];
1389 if (y2 < v2[1]) y2 = v2[1];
1398 // now convert the scissor rectangle to integer screen coordinates
1403 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1405 // clamp it to the screen
1406 if (ix1 < r_view_x) ix1 = r_view_x;
1407 if (iy1 < r_view_y) iy1 = r_view_y;
1408 if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1409 if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1411 // if it is inside out, it's not visible
1412 if (ix2 <= ix1 || iy2 <= iy1)
1415 // the light area is visible, set up the scissor rectangle
1416 GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1417 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1418 //qglEnable(GL_SCISSOR_TEST);
1419 renderstats.lights_scissored++;
1423 extern float *rsurface_vertex3f;
1424 extern float *rsurface_svector3f;
1425 extern float *rsurface_tvector3f;
1426 extern float *rsurface_normal3f;
1427 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1429 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
1431 int numverts = surface->num_vertices;
1432 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1433 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1434 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1435 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1436 if (r_textureunits.integer >= 3)
1438 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1440 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1441 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1442 if ((dot = DotProduct(n, v)) < 0)
1444 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1445 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
1446 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
1447 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
1450 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1451 VectorScale(color4f, f, color4f);
1455 VectorClear(color4f);
1459 else if (r_textureunits.integer >= 2)
1461 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1463 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1464 if ((dist = fabs(v[2])) < 1)
1466 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1467 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1468 if ((dot = DotProduct(n, v)) < 0)
1470 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1471 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1472 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1473 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1477 color4f[0] = ambientcolor[0] * distintensity;
1478 color4f[1] = ambientcolor[1] * distintensity;
1479 color4f[2] = ambientcolor[2] * distintensity;
1483 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1484 VectorScale(color4f, f, color4f);
1488 VectorClear(color4f);
1494 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1496 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1497 if ((dist = DotProduct(v, v)) < 1)
1500 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1501 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1502 if ((dot = DotProduct(n, v)) < 0)
1504 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1505 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1506 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1507 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1511 color4f[0] = ambientcolor[0] * distintensity;
1512 color4f[1] = ambientcolor[1] * distintensity;
1513 color4f[2] = ambientcolor[2] * distintensity;
1517 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1518 VectorScale(color4f, f, color4f);
1522 VectorClear(color4f);
1528 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1529 #define USETEXMATRIX
1531 #ifndef USETEXMATRIX
1532 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1533 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1534 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1538 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1539 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1540 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1547 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1551 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1552 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1560 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)
1564 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1566 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1567 // the cubemap normalizes this for us
1568 out3f[0] = DotProduct(svector3f, lightdir);
1569 out3f[1] = DotProduct(tvector3f, lightdir);
1570 out3f[2] = DotProduct(normal3f, lightdir);
1574 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)
1577 float lightdir[3], eyedir[3], halfdir[3];
1578 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1580 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1581 VectorNormalize(lightdir);
1582 VectorSubtract(relativeeyeorigin, vertex3f, eyedir);
1583 VectorNormalize(eyedir);
1584 VectorAdd(lightdir, eyedir, halfdir);
1585 // the cubemap normalizes this for us
1586 out3f[0] = DotProduct(svector3f, halfdir);
1587 out3f[1] = DotProduct(tvector3f, halfdir);
1588 out3f[2] = DotProduct(normal3f, halfdir);
1592 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)
1594 // used to display how many times a surface is lit for level design purposes
1595 int surfacelistindex;
1597 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1598 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1599 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1600 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1601 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1602 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1603 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1604 if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
1606 GL_Color(0.1, 0.025, 0, 1);
1607 memset(&m, 0, sizeof(m));
1609 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1611 const msurface_t *surface = surfacelist[surfacelistindex];
1612 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1613 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1614 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1615 GL_LockArrays(0, 0);
1619 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)
1621 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1622 int surfacelistindex;
1623 qboolean dobase = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1624 qboolean dopants = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1625 qboolean doshirt = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1626 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1627 if (!dobase && !dopants && !doshirt && !dospecular)
1629 // select a permutation of the lighting shader appropriate to this
1630 // combination of texture, entity, light source, and fogging, only use the
1631 // minimum features necessary to avoid wasting rendering time in the
1632 // fragment shader on features that are not being used
1633 r_shadow_lightpermutation = 0;
1634 // only add a feature to the permutation if that permutation exists
1635 // (otherwise it might end up not using a shader at all, which looks
1636 // worse than using less features)
1637 if (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1638 r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1639 if ((dopants || doshirt) && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_COLORMAPPING])
1640 r_shadow_lightpermutation |= SHADERPERMUTATION_COLORMAPPING;
1641 if (specularscale > 0 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1642 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1643 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1644 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1645 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1646 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1647 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1648 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1649 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1650 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1651 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1652 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1653 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1654 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
1655 R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1656 R_Mesh_TexBind(1, R_GetTexture(basetexture));
1657 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
1658 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1660 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
1662 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1663 if (r_shadow_lightpermutation & SHADERPERMUTATION_COLORMAPPING)
1665 R_Mesh_TexBind(5, R_GetTexture(pantstexture));
1666 R_Mesh_TexBind(6, R_GetTexture(shirttexture));
1667 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Pants"), ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]);CHECKGLERROR
1668 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Shirt"), ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2]);CHECKGLERROR
1670 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1672 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
1674 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1675 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1676 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1678 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1679 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1680 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1682 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1684 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1685 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1687 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1689 const msurface_t *surface = surfacelist[surfacelistindex];
1690 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1691 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1692 if (!rsurface_svector3f)
1694 rsurface_svector3f = varray_svector3f;
1695 rsurface_tvector3f = varray_tvector3f;
1696 rsurface_normal3f = varray_normal3f;
1697 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);
1699 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1700 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1701 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1702 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1703 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1704 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1705 GL_LockArrays(0, 0);
1709 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)
1714 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1716 // colorscale accounts for how much we multiply the brightness
1719 // mult is how many times the final pass of the lighting will be
1720 // performed to get more brightness than otherwise possible.
1722 // Limit mult to 64 for sanity sake.
1723 if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1725 // 3 3D combine path (Geforce3, Radeon 8500)
1726 memset(&m, 0, sizeof(m));
1727 m.pointer_vertex = rsurface_vertex3f;
1728 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1730 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1731 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1733 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1734 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1736 m.tex[1] = R_GetTexture(basetexture);
1737 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1738 m.texmatrix[1] = texture->currenttexmatrix;
1739 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1741 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1742 m.texmatrix[2] = r_shadow_entitytolight;
1744 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1745 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1747 GL_BlendFunc(GL_ONE, GL_ONE);
1749 else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1751 // 2 3D combine path (Geforce3, original Radeon)
1752 memset(&m, 0, sizeof(m));
1753 m.pointer_vertex = rsurface_vertex3f;
1754 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1756 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1757 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1759 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1760 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1762 m.tex[1] = R_GetTexture(basetexture);
1763 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1764 m.texmatrix[1] = texture->currenttexmatrix;
1765 GL_BlendFunc(GL_ONE, GL_ONE);
1767 else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1769 // 4 2D combine path (Geforce3, Radeon 8500)
1770 memset(&m, 0, sizeof(m));
1771 m.pointer_vertex = rsurface_vertex3f;
1772 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1774 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1775 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1777 m.pointer_texcoord[0] = varray_texcoord2f[0];
1778 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1780 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1782 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1783 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1785 m.pointer_texcoord[1] = varray_texcoord2f[1];
1786 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1788 m.tex[2] = R_GetTexture(basetexture);
1789 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1790 m.texmatrix[2] = texture->currenttexmatrix;
1791 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1793 m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1795 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1796 m.texmatrix[3] = r_shadow_entitytolight;
1798 m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1799 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1802 GL_BlendFunc(GL_ONE, GL_ONE);
1804 else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1806 // 3 2D combine path (Geforce3, original Radeon)
1807 memset(&m, 0, sizeof(m));
1808 m.pointer_vertex = rsurface_vertex3f;
1809 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1811 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1812 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1814 m.pointer_texcoord[0] = varray_texcoord2f[0];
1815 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1817 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1819 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1820 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1822 m.pointer_texcoord[1] = varray_texcoord2f[1];
1823 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1825 m.tex[2] = R_GetTexture(basetexture);
1826 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1827 m.texmatrix[2] = texture->currenttexmatrix;
1828 GL_BlendFunc(GL_ONE, GL_ONE);
1832 // 2/2/2 2D combine path (any dot3 card)
1833 memset(&m, 0, sizeof(m));
1834 m.pointer_vertex = rsurface_vertex3f;
1835 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1837 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1838 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1840 m.pointer_texcoord[0] = varray_texcoord2f[0];
1841 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1843 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1845 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1846 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1848 m.pointer_texcoord[1] = varray_texcoord2f[1];
1849 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1852 GL_ColorMask(0,0,0,1);
1853 GL_BlendFunc(GL_ONE, GL_ZERO);
1854 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1855 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1856 GL_LockArrays(0, 0);
1858 memset(&m, 0, sizeof(m));
1859 m.pointer_vertex = rsurface_vertex3f;
1860 m.tex[0] = R_GetTexture(basetexture);
1861 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1862 m.texmatrix[0] = texture->currenttexmatrix;
1863 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1865 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1867 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1868 m.texmatrix[1] = r_shadow_entitytolight;
1870 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1871 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1874 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1876 // this final code is shared
1878 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1879 VectorScale(lightcolorbase, colorscale, color2);
1880 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1881 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1883 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1884 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1886 GL_LockArrays(0, 0);
1889 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)
1894 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1896 // colorscale accounts for how much we multiply the brightness
1899 // mult is how many times the final pass of the lighting will be
1900 // performed to get more brightness than otherwise possible.
1902 // Limit mult to 64 for sanity sake.
1903 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1905 // 3/2 3D combine path (Geforce3, Radeon 8500)
1906 memset(&m, 0, sizeof(m));
1907 m.pointer_vertex = rsurface_vertex3f;
1908 m.tex[0] = R_GetTexture(normalmaptexture);
1909 m.texcombinergb[0] = GL_REPLACE;
1910 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1911 m.texmatrix[0] = texture->currenttexmatrix;
1912 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1913 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1914 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1915 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);
1916 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1918 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1919 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1921 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1922 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1925 GL_ColorMask(0,0,0,1);
1926 GL_BlendFunc(GL_ONE, GL_ZERO);
1927 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1928 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1929 GL_LockArrays(0, 0);
1931 memset(&m, 0, sizeof(m));
1932 m.pointer_vertex = rsurface_vertex3f;
1933 m.tex[0] = R_GetTexture(basetexture);
1934 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1935 m.texmatrix[0] = texture->currenttexmatrix;
1936 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1938 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1940 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1941 m.texmatrix[1] = r_shadow_entitytolight;
1943 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1944 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1947 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1949 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1951 // 1/2/2 3D combine path (original Radeon)
1952 memset(&m, 0, sizeof(m));
1953 m.pointer_vertex = rsurface_vertex3f;
1954 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1956 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1957 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1959 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1960 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1963 GL_ColorMask(0,0,0,1);
1964 GL_BlendFunc(GL_ONE, GL_ZERO);
1965 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1966 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1967 GL_LockArrays(0, 0);
1969 memset(&m, 0, sizeof(m));
1970 m.pointer_vertex = rsurface_vertex3f;
1971 m.tex[0] = R_GetTexture(normalmaptexture);
1972 m.texcombinergb[0] = GL_REPLACE;
1973 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1974 m.texmatrix[0] = texture->currenttexmatrix;
1975 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1976 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1977 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1978 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);
1980 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1981 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1982 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1983 GL_LockArrays(0, 0);
1985 memset(&m, 0, sizeof(m));
1986 m.pointer_vertex = rsurface_vertex3f;
1987 m.tex[0] = R_GetTexture(basetexture);
1988 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1989 m.texmatrix[0] = texture->currenttexmatrix;
1990 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1992 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1994 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1995 m.texmatrix[1] = r_shadow_entitytolight;
1997 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1998 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2001 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2003 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
2005 // 2/2 3D combine path (original Radeon)
2006 memset(&m, 0, sizeof(m));
2007 m.pointer_vertex = rsurface_vertex3f;
2008 m.tex[0] = R_GetTexture(normalmaptexture);
2009 m.texcombinergb[0] = GL_REPLACE;
2010 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2011 m.texmatrix[0] = texture->currenttexmatrix;
2012 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2013 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2014 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2015 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);
2017 GL_ColorMask(0,0,0,1);
2018 GL_BlendFunc(GL_ONE, GL_ZERO);
2019 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2020 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2021 GL_LockArrays(0, 0);
2023 memset(&m, 0, sizeof(m));
2024 m.pointer_vertex = rsurface_vertex3f;
2025 m.tex[0] = R_GetTexture(basetexture);
2026 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2027 m.texmatrix[0] = texture->currenttexmatrix;
2028 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2030 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2031 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2033 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2034 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2036 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2038 else if (r_textureunits.integer >= 4)
2040 // 4/2 2D combine path (Geforce3, Radeon 8500)
2041 memset(&m, 0, sizeof(m));
2042 m.pointer_vertex = rsurface_vertex3f;
2043 m.tex[0] = R_GetTexture(normalmaptexture);
2044 m.texcombinergb[0] = GL_REPLACE;
2045 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2046 m.texmatrix[0] = texture->currenttexmatrix;
2047 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2048 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2049 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2050 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);
2051 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2053 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2054 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2056 m.pointer_texcoord[2] = varray_texcoord2f[2];
2057 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2059 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2061 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2062 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2064 m.pointer_texcoord[3] = varray_texcoord2f[3];
2065 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2068 GL_ColorMask(0,0,0,1);
2069 GL_BlendFunc(GL_ONE, GL_ZERO);
2070 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2071 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2072 GL_LockArrays(0, 0);
2074 memset(&m, 0, sizeof(m));
2075 m.pointer_vertex = rsurface_vertex3f;
2076 m.tex[0] = R_GetTexture(basetexture);
2077 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2078 m.texmatrix[0] = texture->currenttexmatrix;
2079 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2081 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2083 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2084 m.texmatrix[1] = r_shadow_entitytolight;
2086 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2087 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2090 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2094 // 2/2/2 2D combine path (any dot3 card)
2095 memset(&m, 0, sizeof(m));
2096 m.pointer_vertex = rsurface_vertex3f;
2097 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2099 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2100 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2102 m.pointer_texcoord[0] = varray_texcoord2f[0];
2103 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2105 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2107 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2108 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2110 m.pointer_texcoord[1] = varray_texcoord2f[1];
2111 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2114 GL_ColorMask(0,0,0,1);
2115 GL_BlendFunc(GL_ONE, GL_ZERO);
2116 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2117 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2118 GL_LockArrays(0, 0);
2120 memset(&m, 0, sizeof(m));
2121 m.pointer_vertex = rsurface_vertex3f;
2122 m.tex[0] = R_GetTexture(normalmaptexture);
2123 m.texcombinergb[0] = GL_REPLACE;
2124 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2125 m.texmatrix[0] = texture->currenttexmatrix;
2126 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2127 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2128 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2129 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);
2131 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2132 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2133 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2134 GL_LockArrays(0, 0);
2136 memset(&m, 0, sizeof(m));
2137 m.pointer_vertex = rsurface_vertex3f;
2138 m.tex[0] = R_GetTexture(basetexture);
2139 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2140 m.texmatrix[0] = texture->currenttexmatrix;
2141 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2143 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2145 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2146 m.texmatrix[1] = r_shadow_entitytolight;
2148 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2149 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2152 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2154 // this final code is shared
2156 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2157 VectorScale(lightcolorbase, colorscale, color2);
2158 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2159 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2161 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2162 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2164 GL_LockArrays(0, 0);
2167 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)
2172 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2173 // FIXME: detect blendsquare!
2174 //if (!gl_support_blendsquare)
2177 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2179 // 2/0/0/1/2 3D combine blendsquare path
2180 memset(&m, 0, sizeof(m));
2181 m.pointer_vertex = rsurface_vertex3f;
2182 m.tex[0] = R_GetTexture(normalmaptexture);
2183 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2184 m.texmatrix[0] = texture->currenttexmatrix;
2185 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2186 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2187 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2188 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);
2190 GL_ColorMask(0,0,0,1);
2191 // this squares the result
2192 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2193 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2194 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2195 GL_LockArrays(0, 0);
2197 memset(&m, 0, sizeof(m));
2198 m.pointer_vertex = rsurface_vertex3f;
2200 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2201 // square alpha in framebuffer a few times to make it shiny
2202 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2203 // these comments are a test run through this math for intensity 0.5
2204 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2205 // 0.25 * 0.25 = 0.0625 (this is another pass)
2206 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2207 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2208 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2209 GL_LockArrays(0, 0);
2211 memset(&m, 0, sizeof(m));
2212 m.pointer_vertex = rsurface_vertex3f;
2213 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2215 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2216 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2218 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2219 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2222 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2223 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2224 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2225 GL_LockArrays(0, 0);
2227 memset(&m, 0, sizeof(m));
2228 m.pointer_vertex = rsurface_vertex3f;
2229 m.tex[0] = R_GetTexture(glosstexture);
2230 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2231 m.texmatrix[0] = texture->currenttexmatrix;
2232 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2234 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2236 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2237 m.texmatrix[1] = r_shadow_entitytolight;
2239 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2240 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2243 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2245 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2247 // 2/0/0/2 3D combine blendsquare path
2248 memset(&m, 0, sizeof(m));
2249 m.pointer_vertex = rsurface_vertex3f;
2250 m.tex[0] = R_GetTexture(normalmaptexture);
2251 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2252 m.texmatrix[0] = texture->currenttexmatrix;
2253 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2254 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2255 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2256 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);
2258 GL_ColorMask(0,0,0,1);
2259 // this squares the result
2260 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2261 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2262 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2263 GL_LockArrays(0, 0);
2265 memset(&m, 0, sizeof(m));
2266 m.pointer_vertex = rsurface_vertex3f;
2268 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2269 // square alpha in framebuffer a few times to make it shiny
2270 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2271 // these comments are a test run through this math for intensity 0.5
2272 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2273 // 0.25 * 0.25 = 0.0625 (this is another pass)
2274 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2275 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2276 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2277 GL_LockArrays(0, 0);
2279 memset(&m, 0, sizeof(m));
2280 m.pointer_vertex = rsurface_vertex3f;
2281 m.tex[0] = R_GetTexture(glosstexture);
2282 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2283 m.texmatrix[0] = texture->currenttexmatrix;
2284 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2286 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2287 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2289 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2290 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2292 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2296 // 2/0/0/2/2 2D combine blendsquare path
2297 memset(&m, 0, sizeof(m));
2298 m.pointer_vertex = rsurface_vertex3f;
2299 m.tex[0] = R_GetTexture(normalmaptexture);
2300 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2301 m.texmatrix[0] = texture->currenttexmatrix;
2302 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2303 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2304 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2305 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);
2307 GL_ColorMask(0,0,0,1);
2308 // this squares the result
2309 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2310 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2311 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2312 GL_LockArrays(0, 0);
2314 memset(&m, 0, sizeof(m));
2315 m.pointer_vertex = rsurface_vertex3f;
2317 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2318 // square alpha in framebuffer a few times to make it shiny
2319 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2320 // these comments are a test run through this math for intensity 0.5
2321 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2322 // 0.25 * 0.25 = 0.0625 (this is another pass)
2323 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2324 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2325 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2326 GL_LockArrays(0, 0);
2328 memset(&m, 0, sizeof(m));
2329 m.pointer_vertex = rsurface_vertex3f;
2330 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2332 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2333 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2335 m.pointer_texcoord[0] = varray_texcoord2f[0];
2336 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2338 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2340 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2341 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2343 m.pointer_texcoord[1] = varray_texcoord2f[1];
2344 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2347 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2348 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2349 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2350 GL_LockArrays(0, 0);
2352 memset(&m, 0, sizeof(m));
2353 m.pointer_vertex = rsurface_vertex3f;
2354 m.tex[0] = R_GetTexture(glosstexture);
2355 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2356 m.texmatrix[0] = texture->currenttexmatrix;
2357 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2359 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2361 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2362 m.texmatrix[1] = r_shadow_entitytolight;
2364 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2365 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2368 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2371 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2372 VectorScale(lightcolorbase, colorscale, color2);
2373 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2374 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2376 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2377 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2379 GL_LockArrays(0, 0);
2382 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)
2384 // ARB path (any Geforce, any Radeon)
2385 int surfacelistindex;
2386 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2387 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2388 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2389 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2390 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2391 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2392 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2393 if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
2395 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2397 const msurface_t *surface = surfacelist[surfacelistindex];
2398 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2399 if (!rsurface_svector3f)
2401 rsurface_svector3f = varray_svector3f;
2402 rsurface_tvector3f = varray_tvector3f;
2403 rsurface_normal3f = varray_normal3f;
2404 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);
2407 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
2409 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
2411 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
2413 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2415 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2417 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2419 R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
2423 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
2426 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2427 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
2428 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2433 // due to low fillrate on the cards this vertex lighting path is
2434 // designed for, we manually cull all triangles that do not
2435 // contain a lit vertex
2438 int newnumtriangles;
2440 int newelements[3072];
2442 newnumtriangles = 0;
2444 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
2446 if (newnumtriangles >= 1024)
2448 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2449 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2450 GL_LockArrays(0, 0);
2451 newnumtriangles = 0;
2454 if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
2464 if (newnumtriangles >= 1)
2466 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2467 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2468 GL_LockArrays(0, 0);
2474 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2475 if (VectorLength2(c))
2479 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2480 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2481 GL_LockArrays(0, 0);
2483 // now reduce the intensity for the next overbright pass
2484 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2486 c[0] = max(0, c[0] - 1);
2487 c[1] = max(0, c[1] - 1);
2488 c[2] = max(0, c[2] - 1);
2493 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)
2495 int surfacelistindex;
2496 float ambientcolorbase[3], diffusecolorbase[3];
2497 float ambientcolorpants[3], diffusecolorpants[3];
2498 float ambientcolorshirt[3], diffusecolorshirt[3];
2500 qboolean dobase = basetexture != r_texture_black;
2501 qboolean dopants = pantstexture != r_texture_black;
2502 qboolean doshirt = shirttexture != r_texture_black;
2503 if (!dobase && !dopants && !doshirt)
2507 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase);
2508 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase);
2512 VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants);
2513 VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants);
2517 VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
2518 VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
2520 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2521 memset(&m, 0, sizeof(m));
2522 m.tex[0] = R_GetTexture(basetexture);
2523 if (r_textureunits.integer >= 2)
2526 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2528 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2530 m.pointer_texcoord[1] = varray_texcoord2f[1];
2531 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2533 if (r_textureunits.integer >= 3)
2535 // Geforce3/Radeon class but not using dot3
2536 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2538 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2540 m.pointer_texcoord[2] = varray_texcoord2f[2];
2541 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2545 m.pointer_color = varray_color4f;
2547 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2549 const msurface_t *surface = surfacelist[surfacelistindex];
2550 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2551 if (!rsurface_svector3f)
2553 rsurface_svector3f = varray_svector3f;
2554 rsurface_tvector3f = varray_tvector3f;
2555 rsurface_normal3f = varray_normal3f;
2556 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);
2558 // OpenGL 1.1 path (anything)
2559 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2560 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2561 if (r_textureunits.integer >= 2)
2565 R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2567 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2569 if (r_textureunits.integer >= 3)
2571 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2573 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2575 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2581 R_Mesh_TexBind(0, R_GetTexture(basetexture));
2582 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorbase, ambientcolorbase);
2586 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2587 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorpants, ambientcolorpants);
2591 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2592 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorshirt, ambientcolorshirt);
2597 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist)
2599 // FIXME: support MATERIALFLAG_NODEPTHTEST
2600 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2601 rtexture_t *basetexture;
2602 rtexture_t *glosstexture;
2603 float specularscale;
2604 glosstexture = r_texture_black;
2606 if (r_shadow_gloss.integer > 0)
2608 if (texture->skin.gloss)
2610 if (r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2612 glosstexture = texture->skin.gloss;
2613 specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
2618 if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2620 glosstexture = r_texture_white;
2621 specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
2625 // calculate colors to render this texture with
2626 lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
2627 lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
2628 lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
2629 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2631 if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
2632 qglDisable(GL_CULL_FACE);
2634 qglEnable(GL_CULL_FACE);
2635 if ((VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor)) >= (1.0f / 1048576.0f))
2637 lightcolorpants[0] = r_shadow_rtlight->currentcolor[0] * ent->colormap_pantscolor[0] * texture->currentalpha;
2638 lightcolorpants[1] = r_shadow_rtlight->currentcolor[1] * ent->colormap_pantscolor[1] * texture->currentalpha;
2639 lightcolorpants[2] = r_shadow_rtlight->currentcolor[2] * ent->colormap_pantscolor[2] * texture->currentalpha;
2640 lightcolorshirt[0] = r_shadow_rtlight->currentcolor[0] * ent->colormap_shirtcolor[0] * texture->currentalpha;
2641 lightcolorshirt[1] = r_shadow_rtlight->currentcolor[1] * ent->colormap_shirtcolor[1] * texture->currentalpha;
2642 lightcolorshirt[2] = r_shadow_rtlight->currentcolor[2] * ent->colormap_shirtcolor[2] * texture->currentalpha;
2643 basetexture = texture->skin.base;
2644 switch (r_shadow_rendermode)
2646 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2647 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);
2649 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2650 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);
2652 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2653 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);
2655 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2656 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);
2659 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2665 basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
2666 switch (r_shadow_rendermode)
2668 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2669 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);
2671 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2672 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);
2674 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2675 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);
2677 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2678 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);
2681 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2687 void R_RTLight_Update(dlight_t *light, int isstatic)
2691 rtlight_t *rtlight = &light->rtlight;
2692 R_RTLight_Uncompile(rtlight);
2693 memset(rtlight, 0, sizeof(*rtlight));
2695 VectorCopy(light->origin, rtlight->shadoworigin);
2696 VectorCopy(light->color, rtlight->color);
2697 rtlight->radius = light->radius;
2698 //rtlight->cullradius = rtlight->radius;
2699 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2700 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2701 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2702 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2703 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2704 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2705 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2706 rtlight->cubemapname[0] = 0;
2707 if (light->cubemapname[0])
2708 strcpy(rtlight->cubemapname, light->cubemapname);
2709 else if (light->cubemapnum > 0)
2710 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2711 rtlight->shadow = light->shadow;
2712 rtlight->corona = light->corona;
2713 rtlight->style = light->style;
2714 rtlight->isstatic = isstatic;
2715 rtlight->coronasizescale = light->coronasizescale;
2716 rtlight->ambientscale = light->ambientscale;
2717 rtlight->diffusescale = light->diffusescale;
2718 rtlight->specularscale = light->specularscale;
2719 rtlight->flags = light->flags;
2720 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2721 // ConcatScale won't work here because this needs to scale rotate and
2722 // translate, not just rotate
2723 scale = 1.0f / rtlight->radius;
2724 for (k = 0;k < 3;k++)
2725 for (j = 0;j < 4;j++)
2726 rtlight->matrix_worldtolight.m[k][j] *= scale;
2728 rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2729 rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2730 VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2731 rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2734 // compiles rtlight geometry
2735 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2736 void R_RTLight_Compile(rtlight_t *rtlight)
2738 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2739 entity_render_t *ent = r_refdef.worldentity;
2740 model_t *model = r_refdef.worldmodel;
2741 unsigned char *data;
2743 // compile the light
2744 rtlight->compiled = true;
2745 rtlight->static_numleafs = 0;
2746 rtlight->static_numleafpvsbytes = 0;
2747 rtlight->static_leaflist = NULL;
2748 rtlight->static_leafpvs = NULL;
2749 rtlight->static_numsurfaces = 0;
2750 rtlight->static_surfacelist = NULL;
2751 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2752 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2753 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2754 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2755 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2756 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2758 if (model && model->GetLightInfo)
2760 // this variable must be set for the CompileShadowVolume code
2761 r_shadow_compilingrtlight = rtlight;
2762 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2763 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);
2764 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2765 data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2766 rtlight->static_numleafs = numleafs;
2767 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2768 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2769 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2770 rtlight->static_numsurfaces = numsurfaces;
2771 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2773 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2774 if (numleafpvsbytes)
2775 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2777 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2778 if (model->CompileShadowVolume && rtlight->shadow)
2779 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2780 // now we're done compiling the rtlight
2781 r_shadow_compilingrtlight = NULL;
2785 // use smallest available cullradius - box radius or light radius
2786 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2787 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2791 if (rtlight->static_meshchain_shadow)
2794 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2797 shadowtris += mesh->numtriangles;
2801 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);
2804 void R_RTLight_Uncompile(rtlight_t *rtlight)
2806 if (rtlight->compiled)
2808 if (rtlight->static_meshchain_shadow)
2809 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2810 rtlight->static_meshchain_shadow = NULL;
2811 // these allocations are grouped
2812 if (rtlight->static_leaflist)
2813 Mem_Free(rtlight->static_leaflist);
2814 rtlight->static_numleafs = 0;
2815 rtlight->static_numleafpvsbytes = 0;
2816 rtlight->static_leaflist = NULL;
2817 rtlight->static_leafpvs = NULL;
2818 rtlight->static_numsurfaces = 0;
2819 rtlight->static_surfacelist = NULL;
2820 rtlight->compiled = false;
2824 void R_Shadow_UncompileWorldLights(void)
2827 for (light = r_shadow_worldlightchain;light;light = light->next)
2828 R_RTLight_Uncompile(&light->rtlight);
2831 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2833 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2834 vec_t relativeshadowradius;
2835 if (ent == r_refdef.worldentity)
2837 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2840 R_Mesh_Matrix(&ent->matrix);
2841 for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2843 renderstats.lights_shadowtriangles += mesh->numtriangles;
2844 R_Mesh_VertexPointer(mesh->vertex3f);
2845 GL_LockArrays(0, mesh->numverts);
2846 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2848 // decrement stencil if backface is behind depthbuffer
2849 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2850 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2851 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2852 // increment stencil if frontface is behind depthbuffer
2853 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2854 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2856 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2857 GL_LockArrays(0, 0);
2860 else if (numsurfaces)
2862 R_Mesh_Matrix(&ent->matrix);
2863 ent->model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2868 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2869 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2870 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2871 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2872 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2873 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2874 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2875 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2876 R_Mesh_Matrix(&ent->matrix);
2877 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2881 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2883 // set up properties for rendering light onto this entity
2884 Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2885 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2886 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2887 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2888 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2889 R_Mesh_Matrix(&ent->matrix);
2892 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2894 R_Shadow_SetupEntityLight(ent);
2895 if (ent == r_refdef.worldentity)
2896 ent->model->DrawLight(ent, numsurfaces, surfacelist);
2898 ent->model->DrawLight(ent, ent->model->nummodelsurfaces, ent->model->surfacelist);
2901 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2905 int numleafs, numsurfaces;
2906 int *leaflist, *surfacelist;
2907 unsigned char *leafpvs;
2908 int numlightentities;
2909 int numshadowentities;
2910 entity_render_t *lightentities[MAX_EDICTS];
2911 entity_render_t *shadowentities[MAX_EDICTS];
2913 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2914 // skip lights that are basically invisible (color 0 0 0)
2915 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2918 // loading is done before visibility checks because loading should happen
2919 // all at once at the start of a level, not when it stalls gameplay.
2920 // (especially important to benchmarks)
2922 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2923 R_RTLight_Compile(rtlight);
2925 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2927 // look up the light style value at this time
2928 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2929 VectorScale(rtlight->color, f, rtlight->currentcolor);
2931 if (rtlight->selected)
2933 f = 2 + sin(realtime * M_PI * 4.0);
2934 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2938 // if lightstyle is currently off, don't draw the light
2939 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2942 // if the light box is offscreen, skip it
2943 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2946 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2948 // compiled light, world available and can receive realtime lighting
2949 // retrieve leaf information
2950 numleafs = rtlight->static_numleafs;
2951 leaflist = rtlight->static_leaflist;
2952 leafpvs = rtlight->static_leafpvs;
2953 numsurfaces = rtlight->static_numsurfaces;
2954 surfacelist = rtlight->static_surfacelist;
2956 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2958 // dynamic light, world available and can receive realtime lighting
2959 // calculate lit surfaces and leafs
2960 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2961 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);
2962 leaflist = r_shadow_buffer_leaflist;
2963 leafpvs = r_shadow_buffer_leafpvs;
2964 surfacelist = r_shadow_buffer_surfacelist;
2965 // if the reduced leaf bounds are offscreen, skip it
2966 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2978 // check if light is illuminating any visible leafs
2981 for (i = 0;i < numleafs;i++)
2982 if (r_worldleafvisible[leaflist[i]])
2987 // set up a scissor rectangle for this light
2988 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2991 // make a list of lit entities and shadow casting entities
2992 numlightentities = 0;
2993 numshadowentities = 0;
2994 // don't count the world unless some surfaces are actually lit
2997 lightentities[numlightentities++] = r_refdef.worldentity;
2998 shadowentities[numshadowentities++] = r_refdef.worldentity;
3000 // add dynamic entities that are lit by the light
3001 if (r_drawentities.integer)
3003 for (i = 0;i < r_refdef.numentities;i++)
3005 entity_render_t *ent = r_refdef.entities[i];
3006 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
3008 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
3010 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3011 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
3012 shadowentities[numshadowentities++] = ent;
3013 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
3014 lightentities[numlightentities++] = ent;
3019 // return if there's nothing at all to light
3020 if (!numlightentities)
3023 // make this the active rtlight for rendering purposes
3024 R_Shadow_RenderMode_ActiveLight(rtlight);
3025 // count this light in the r_speeds
3026 renderstats.lights++;
3028 // draw stencil shadow volumes to mask off pixels that are in shadow
3029 // so that they won't receive lighting
3031 if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
3034 R_Shadow_RenderMode_StencilShadowVolumes();
3035 for (i = 0;i < numshadowentities;i++)
3036 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3039 // draw lighting in the unmasked areas
3040 if (numlightentities && !visible)
3042 R_Shadow_RenderMode_Lighting(usestencil, false);
3043 for (i = 0;i < numlightentities;i++)
3044 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3047 // optionally draw visible shape of the shadow volumes
3048 // for performance analysis by level designers
3049 if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
3051 R_Shadow_RenderMode_VisibleShadowVolumes();
3052 for (i = 0;i < numshadowentities;i++)
3053 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3056 // optionally draw the illuminated areas
3057 // for performance analysis by level designers
3058 if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
3060 R_Shadow_RenderMode_VisibleLighting(usestencil, false);
3061 for (i = 0;i < numlightentities;i++)
3062 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3066 void R_ShadowVolumeLighting(qboolean visible)
3071 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
3072 R_Shadow_EditLights_Reload_f();
3074 R_Shadow_RenderMode_Begin();
3076 flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3077 if (r_shadow_debuglight.integer >= 0)
3079 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3080 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
3081 R_DrawRTLight(&light->rtlight, visible);
3084 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3085 if (light->flags & flag)
3086 R_DrawRTLight(&light->rtlight, visible);
3088 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
3089 R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
3091 R_Shadow_RenderMode_End();
3094 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3095 typedef struct suffixinfo_s
3098 qboolean flipx, flipy, flipdiagonal;
3101 static suffixinfo_t suffix[3][6] =
3104 {"px", false, false, false},
3105 {"nx", false, false, false},
3106 {"py", false, false, false},
3107 {"ny", false, false, false},
3108 {"pz", false, false, false},
3109 {"nz", false, false, false}
3112 {"posx", false, false, false},
3113 {"negx", false, false, false},
3114 {"posy", false, false, false},
3115 {"negy", false, false, false},
3116 {"posz", false, false, false},
3117 {"negz", false, false, false}
3120 {"rt", true, false, true},
3121 {"lf", false, true, true},
3122 {"ft", true, true, false},
3123 {"bk", false, false, false},
3124 {"up", true, false, true},
3125 {"dn", true, false, true}
3129 static int componentorder[4] = {0, 1, 2, 3};
3131 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
3133 int i, j, cubemapsize;
3134 unsigned char *cubemappixels, *image_rgba;
3135 rtexture_t *cubemaptexture;
3137 // must start 0 so the first loadimagepixels has no requested width/height
3139 cubemappixels = NULL;
3140 cubemaptexture = NULL;
3141 // keep trying different suffix groups (posx, px, rt) until one loads
3142 for (j = 0;j < 3 && !cubemappixels;j++)
3144 // load the 6 images in the suffix group
3145 for (i = 0;i < 6;i++)
3147 // generate an image name based on the base and and suffix
3148 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3150 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
3152 // an image loaded, make sure width and height are equal
3153 if (image_width == image_height)
3155 // if this is the first image to load successfully, allocate the cubemap memory
3156 if (!cubemappixels && image_width >= 1)
3158 cubemapsize = image_width;
3159 // note this clears to black, so unavailable sides are black
3160 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3162 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3164 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);
3167 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3169 Mem_Free(image_rgba);
3173 // if a cubemap loaded, upload it
3176 if (!r_shadow_filters_texturepool)
3177 r_shadow_filters_texturepool = R_AllocTexturePool();
3178 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
3179 Mem_Free(cubemappixels);
3183 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
3184 for (j = 0;j < 3;j++)
3185 for (i = 0;i < 6;i++)
3186 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3187 Con_Print(" and was unable to find any of them.\n");
3189 return cubemaptexture;
3192 rtexture_t *R_Shadow_Cubemap(const char *basename)
3195 for (i = 0;i < numcubemaps;i++)
3196 if (!strcasecmp(cubemaps[i].basename, basename))
3197 return cubemaps[i].texture;
3198 if (i >= MAX_CUBEMAPS)
3199 return r_texture_whitecube;
3201 strcpy(cubemaps[i].basename, basename);
3202 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3203 if (!cubemaps[i].texture)
3204 cubemaps[i].texture = r_texture_whitecube;
3205 return cubemaps[i].texture;
3208 void R_Shadow_FreeCubemaps(void)
3211 R_FreeTexturePool(&r_shadow_filters_texturepool);
3214 dlight_t *R_Shadow_NewWorldLight(void)
3217 light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3218 light->next = r_shadow_worldlightchain;
3219 r_shadow_worldlightchain = light;
3223 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)
3225 VectorCopy(origin, light->origin);
3226 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3227 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3228 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3229 light->color[0] = max(color[0], 0);
3230 light->color[1] = max(color[1], 0);
3231 light->color[2] = max(color[2], 0);
3232 light->radius = max(radius, 0);
3233 light->style = style;
3234 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3236 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3239 light->shadow = shadowenable;
3240 light->corona = corona;
3243 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3244 light->coronasizescale = coronasizescale;
3245 light->ambientscale = ambientscale;
3246 light->diffusescale = diffusescale;
3247 light->specularscale = specularscale;
3248 light->flags = flags;
3249 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3251 R_RTLight_Update(light, true);
3254 void R_Shadow_FreeWorldLight(dlight_t *light)
3256 dlight_t **lightpointer;
3257 R_RTLight_Uncompile(&light->rtlight);
3258 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3259 if (*lightpointer != light)
3260 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
3261 *lightpointer = light->next;
3265 void R_Shadow_ClearWorldLights(void)
3267 while (r_shadow_worldlightchain)
3268 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3269 r_shadow_selectedlight = NULL;
3270 R_Shadow_FreeCubemaps();
3273 void R_Shadow_SelectLight(dlight_t *light)
3275 if (r_shadow_selectedlight)
3276 r_shadow_selectedlight->selected = false;
3277 r_shadow_selectedlight = light;
3278 if (r_shadow_selectedlight)
3279 r_shadow_selectedlight->selected = true;
3282 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3284 float scale = r_editlights_cursorgrid.value * 0.5f;
3285 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);
3288 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3291 const dlight_t *light = (dlight_t *)ent;
3293 if (light->selected)
3294 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3297 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);
3300 void R_Shadow_DrawLightSprites(void)
3306 for (i = 0;i < 5;i++)
3308 lighttextures[i] = NULL;
3309 if ((pic = Draw_CachePic(va("gfx/crosshair%i", i + 1), true)))
3310 lighttextures[i] = pic->tex;
3313 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3314 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, i % 5, &light->rtlight);
3315 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
3318 void R_Shadow_SelectLightInView(void)
3320 float bestrating, rating, temp[3];
3321 dlight_t *best, *light;
3324 for (light = r_shadow_worldlightchain;light;light = light->next)
3326 VectorSubtract(light->origin, r_vieworigin, temp);
3327 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3330 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3331 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3333 bestrating = rating;
3338 R_Shadow_SelectLight(best);
3341 void R_Shadow_LoadWorldLights(void)
3343 int n, a, style, shadow, flags;
3344 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3345 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3346 if (r_refdef.worldmodel == NULL)
3348 Con_Print("No map loaded.\n");
3351 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3352 strlcat (name, ".rtlights", sizeof (name));
3353 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3363 for (;COM_Parse(t, true) && strcmp(
3364 if (COM_Parse(t, true))
3366 if (com_token[0] == '!')
3369 origin[0] = atof(com_token+1);
3372 origin[0] = atof(com_token);
3377 while (*s && *s != '\n' && *s != '\r')
3383 // check for modifier flags
3390 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);
3393 flags = LIGHTFLAG_REALTIMEMODE;
3401 coronasizescale = 0.25f;
3403 VectorClear(angles);
3406 if (a < 9 || !strcmp(cubemapname, "\"\""))
3408 // remove quotes on cubemapname
3409 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3411 cubemapname[strlen(cubemapname)-1] = 0;
3412 strcpy(cubemapname, cubemapname + 1);
3416 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);
3419 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3427 Con_Printf("invalid rtlights file \"%s\"\n", name);
3428 Mem_Free(lightsstring);
3432 void R_Shadow_SaveWorldLights(void)
3435 size_t bufchars, bufmaxchars;
3437 char name[MAX_QPATH];
3438 char line[MAX_INPUTLINE];
3439 if (!r_shadow_worldlightchain)
3441 if (r_refdef.worldmodel == NULL)
3443 Con_Print("No map loaded.\n");
3446 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3447 strlcat (name, ".rtlights", sizeof (name));
3448 bufchars = bufmaxchars = 0;
3450 for (light = r_shadow_worldlightchain;light;light = light->next)
3452 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3453 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);
3454 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3455 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]);
3457 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);
3458 if (bufchars + strlen(line) > bufmaxchars)
3460 bufmaxchars = bufchars + strlen(line) + 2048;
3462 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3466 memcpy(buf, oldbuf, bufchars);
3472 memcpy(buf + bufchars, line, strlen(line));
3473 bufchars += strlen(line);
3477 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3482 void R_Shadow_LoadLightsFile(void)
3485 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3486 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3487 if (r_refdef.worldmodel == NULL)
3489 Con_Print("No map loaded.\n");
3492 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3493 strlcat (name, ".lights", sizeof (name));
3494 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3502 while (*s && *s != '\n' && *s != '\r')
3508 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);
3512 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);
3515 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3516 radius = bound(15, radius, 4096);
3517 VectorScale(color, (2.0f / (8388608.0f)), color);
3518 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3526 Con_Printf("invalid lights file \"%s\"\n", name);
3527 Mem_Free(lightsstring);
3531 // tyrlite/hmap2 light types in the delay field
3532 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3534 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3536 int entnum, style, islight, skin, pflags, effects, type, n;
3539 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3540 char key[256], value[MAX_INPUTLINE];
3542 if (r_refdef.worldmodel == NULL)
3544 Con_Print("No map loaded.\n");
3547 // try to load a .ent file first
3548 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3549 strlcat (key, ".ent", sizeof (key));
3550 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
3551 // and if that is not found, fall back to the bsp file entity string
3553 data = r_refdef.worldmodel->brush.entities;
3556 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3558 type = LIGHTTYPE_MINUSX;
3559 origin[0] = origin[1] = origin[2] = 0;
3560 originhack[0] = originhack[1] = originhack[2] = 0;
3561 angles[0] = angles[1] = angles[2] = 0;
3562 color[0] = color[1] = color[2] = 1;
3563 light[0] = light[1] = light[2] = 1;light[3] = 300;
3564 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3574 if (!COM_ParseToken(&data, false))
3576 if (com_token[0] == '}')
3577 break; // end of entity
3578 if (com_token[0] == '_')
3579 strcpy(key, com_token + 1);
3581 strcpy(key, com_token);
3582 while (key[strlen(key)-1] == ' ') // remove trailing spaces
3583 key[strlen(key)-1] = 0;
3584 if (!COM_ParseToken(&data, false))
3586 strcpy(value, com_token);
3588 // now that we have the key pair worked out...
3589 if (!strcmp("light", key))
3591 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3595 light[0] = vec[0] * (1.0f / 256.0f);
3596 light[1] = vec[0] * (1.0f / 256.0f);
3597 light[2] = vec[0] * (1.0f / 256.0f);
3603 light[0] = vec[0] * (1.0f / 255.0f);
3604 light[1] = vec[1] * (1.0f / 255.0f);
3605 light[2] = vec[2] * (1.0f / 255.0f);
3609 else if (!strcmp("delay", key))
3611 else if (!strcmp("origin", key))
3612 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3613 else if (!strcmp("angle", key))
3614 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3615 else if (!strcmp("angles", key))
3616 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3617 else if (!strcmp("color", key))
3618 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3619 else if (!strcmp("wait", key))
3620 fadescale = atof(value);
3621 else if (!strcmp("classname", key))
3623 if (!strncmp(value, "light", 5))
3626 if (!strcmp(value, "light_fluoro"))
3631 overridecolor[0] = 1;
3632 overridecolor[1] = 1;
3633 overridecolor[2] = 1;
3635 if (!strcmp(value, "light_fluorospark"))
3640 overridecolor[0] = 1;
3641 overridecolor[1] = 1;
3642 overridecolor[2] = 1;
3644 if (!strcmp(value, "light_globe"))
3649 overridecolor[0] = 1;
3650 overridecolor[1] = 0.8;
3651 overridecolor[2] = 0.4;
3653 if (!strcmp(value, "light_flame_large_yellow"))
3658 overridecolor[0] = 1;
3659 overridecolor[1] = 0.5;
3660 overridecolor[2] = 0.1;
3662 if (!strcmp(value, "light_flame_small_yellow"))
3667 overridecolor[0] = 1;
3668 overridecolor[1] = 0.5;
3669 overridecolor[2] = 0.1;
3671 if (!strcmp(value, "light_torch_small_white"))
3676 overridecolor[0] = 1;
3677 overridecolor[1] = 0.5;
3678 overridecolor[2] = 0.1;
3680 if (!strcmp(value, "light_torch_small_walltorch"))
3685 overridecolor[0] = 1;
3686 overridecolor[1] = 0.5;
3687 overridecolor[2] = 0.1;
3691 else if (!strcmp("style", key))
3692 style = atoi(value);
3693 else if (!strcmp("skin", key))
3694 skin = (int)atof(value);
3695 else if (!strcmp("pflags", key))
3696 pflags = (int)atof(value);
3697 else if (!strcmp("effects", key))
3698 effects = (int)atof(value);
3699 else if (r_refdef.worldmodel->type == mod_brushq3)
3701 if (!strcmp("scale", key))
3702 lightscale = atof(value);
3703 if (!strcmp("fade", key))
3704 fadescale = atof(value);
3709 if (lightscale <= 0)
3713 if (color[0] == color[1] && color[0] == color[2])
3715 color[0] *= overridecolor[0];
3716 color[1] *= overridecolor[1];
3717 color[2] *= overridecolor[2];
3719 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3720 color[0] = color[0] * light[0];
3721 color[1] = color[1] * light[1];
3722 color[2] = color[2] * light[2];
3725 case LIGHTTYPE_MINUSX:
3727 case LIGHTTYPE_RECIPX:
3729 VectorScale(color, (1.0f / 16.0f), color);
3731 case LIGHTTYPE_RECIPXX:
3733 VectorScale(color, (1.0f / 16.0f), color);
3736 case LIGHTTYPE_NONE:
3740 case LIGHTTYPE_MINUSXX:
3743 VectorAdd(origin, originhack, origin);
3745 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);
3748 Mem_Free(entfiledata);
3752 void R_Shadow_SetCursorLocationForView(void)
3755 vec3_t dest, endpos;
3757 VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3758 trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3759 if (trace.fraction < 1)
3761 dist = trace.fraction * r_editlights_cursordistance.value;
3762 push = r_editlights_cursorpushback.value;
3766 VectorMA(trace.endpos, push, r_viewforward, endpos);
3767 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3771 VectorClear( endpos );
3773 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3774 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3775 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3778 void R_Shadow_UpdateWorldLightSelection(void)
3780 if (r_editlights.integer)
3782 R_Shadow_SetCursorLocationForView();
3783 R_Shadow_SelectLightInView();
3784 R_Shadow_DrawLightSprites();
3787 R_Shadow_SelectLight(NULL);
3790 void R_Shadow_EditLights_Clear_f(void)
3792 R_Shadow_ClearWorldLights();
3795 void R_Shadow_EditLights_Reload_f(void)
3797 if (!r_refdef.worldmodel)
3799 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3800 R_Shadow_ClearWorldLights();
3801 R_Shadow_LoadWorldLights();
3802 if (r_shadow_worldlightchain == NULL)
3804 R_Shadow_LoadLightsFile();
3805 if (r_shadow_worldlightchain == NULL)
3806 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3810 void R_Shadow_EditLights_Save_f(void)
3812 if (!r_refdef.worldmodel)
3814 R_Shadow_SaveWorldLights();
3817 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3819 R_Shadow_ClearWorldLights();
3820 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3823 void R_Shadow_EditLights_ImportLightsFile_f(void)
3825 R_Shadow_ClearWorldLights();
3826 R_Shadow_LoadLightsFile();
3829 void R_Shadow_EditLights_Spawn_f(void)
3832 if (!r_editlights.integer)
3834 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3837 if (Cmd_Argc() != 1)
3839 Con_Print("r_editlights_spawn does not take parameters\n");
3842 color[0] = color[1] = color[2] = 1;
3843 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3846 void R_Shadow_EditLights_Edit_f(void)
3848 vec3_t origin, angles, color;
3849 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3850 int style, shadows, flags, normalmode, realtimemode;
3851 char cubemapname[MAX_INPUTLINE];
3852 if (!r_editlights.integer)
3854 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3857 if (!r_shadow_selectedlight)
3859 Con_Print("No selected light.\n");
3862 VectorCopy(r_shadow_selectedlight->origin, origin);
3863 VectorCopy(r_shadow_selectedlight->angles, angles);
3864 VectorCopy(r_shadow_selectedlight->color, color);
3865 radius = r_shadow_selectedlight->radius;
3866 style = r_shadow_selectedlight->style;
3867 if (r_shadow_selectedlight->cubemapname)
3868 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3871 shadows = r_shadow_selectedlight->shadow;
3872 corona = r_shadow_selectedlight->corona;
3873 coronasizescale = r_shadow_selectedlight->coronasizescale;
3874 ambientscale = r_shadow_selectedlight->ambientscale;
3875 diffusescale = r_shadow_selectedlight->diffusescale;
3876 specularscale = r_shadow_selectedlight->specularscale;
3877 flags = r_shadow_selectedlight->flags;
3878 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3879 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3880 if (!strcmp(Cmd_Argv(1), "origin"))
3882 if (Cmd_Argc() != 5)
3884 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3887 origin[0] = atof(Cmd_Argv(2));
3888 origin[1] = atof(Cmd_Argv(3));
3889 origin[2] = atof(Cmd_Argv(4));
3891 else if (!strcmp(Cmd_Argv(1), "originx"))
3893 if (Cmd_Argc() != 3)
3895 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3898 origin[0] = atof(Cmd_Argv(2));
3900 else if (!strcmp(Cmd_Argv(1), "originy"))
3902 if (Cmd_Argc() != 3)
3904 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3907 origin[1] = atof(Cmd_Argv(2));
3909 else if (!strcmp(Cmd_Argv(1), "originz"))
3911 if (Cmd_Argc() != 3)
3913 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3916 origin[2] = atof(Cmd_Argv(2));
3918 else if (!strcmp(Cmd_Argv(1), "move"))
3920 if (Cmd_Argc() != 5)
3922 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3925 origin[0] += atof(Cmd_Argv(2));
3926 origin[1] += atof(Cmd_Argv(3));
3927 origin[2] += atof(Cmd_Argv(4));
3929 else if (!strcmp(Cmd_Argv(1), "movex"))
3931 if (Cmd_Argc() != 3)
3933 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3936 origin[0] += atof(Cmd_Argv(2));
3938 else if (!strcmp(Cmd_Argv(1), "movey"))
3940 if (Cmd_Argc() != 3)
3942 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3945 origin[1] += atof(Cmd_Argv(2));
3947 else if (!strcmp(Cmd_Argv(1), "movez"))
3949 if (Cmd_Argc() != 3)
3951 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3954 origin[2] += atof(Cmd_Argv(2));
3956 else if (!strcmp(Cmd_Argv(1), "angles"))
3958 if (Cmd_Argc() != 5)
3960 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3963 angles[0] = atof(Cmd_Argv(2));
3964 angles[1] = atof(Cmd_Argv(3));
3965 angles[2] = atof(Cmd_Argv(4));
3967 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3969 if (Cmd_Argc() != 3)
3971 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3974 angles[0] = atof(Cmd_Argv(2));
3976 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3978 if (Cmd_Argc() != 3)
3980 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3983 angles[1] = atof(Cmd_Argv(2));
3985 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3987 if (Cmd_Argc() != 3)
3989 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3992 angles[2] = atof(Cmd_Argv(2));
3994 else if (!strcmp(Cmd_Argv(1), "color"))
3996 if (Cmd_Argc() != 5)
3998 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
4001 color[0] = atof(Cmd_Argv(2));
4002 color[1] = atof(Cmd_Argv(3));
4003 color[2] = atof(Cmd_Argv(4));
4005 else if (!strcmp(Cmd_Argv(1), "radius"))
4007 if (Cmd_Argc() != 3)
4009 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4012 radius = atof(Cmd_Argv(2));
4014 else if (!strcmp(Cmd_Argv(1), "colorscale"))
4016 if (Cmd_Argc() == 3)
4018 double scale = atof(Cmd_Argv(2));
4025 if (Cmd_Argc() != 5)
4027 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
4030 color[0] *= atof(Cmd_Argv(2));
4031 color[1] *= atof(Cmd_Argv(3));
4032 color[2] *= atof(Cmd_Argv(4));
4035 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
4037 if (Cmd_Argc() != 3)
4039 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4042 radius *= atof(Cmd_Argv(2));
4044 else if (!strcmp(Cmd_Argv(1), "style"))
4046 if (Cmd_Argc() != 3)
4048 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4051 style = atoi(Cmd_Argv(2));
4053 else if (!strcmp(Cmd_Argv(1), "cubemap"))
4057 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4060 if (Cmd_Argc() == 3)
4061 strcpy(cubemapname, Cmd_Argv(2));
4065 else if (!strcmp(Cmd_Argv(1), "shadows"))
4067 if (Cmd_Argc() != 3)
4069 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4072 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4074 else if (!strcmp(Cmd_Argv(1), "corona"))
4076 if (Cmd_Argc() != 3)
4078 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4081 corona = atof(Cmd_Argv(2));
4083 else if (!strcmp(Cmd_Argv(1), "coronasize"))
4085 if (Cmd_Argc() != 3)
4087 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4090 coronasizescale = atof(Cmd_Argv(2));
4092 else if (!strcmp(Cmd_Argv(1), "ambient"))
4094 if (Cmd_Argc() != 3)
4096 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4099 ambientscale = atof(Cmd_Argv(2));
4101 else if (!strcmp(Cmd_Argv(1), "diffuse"))
4103 if (Cmd_Argc() != 3)
4105 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4108 diffusescale = atof(Cmd_Argv(2));
4110 else if (!strcmp(Cmd_Argv(1), "specular"))
4112 if (Cmd_Argc() != 3)
4114 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4117 specularscale = atof(Cmd_Argv(2));
4119 else if (!strcmp(Cmd_Argv(1), "normalmode"))
4121 if (Cmd_Argc() != 3)
4123 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4126 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4128 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
4130 if (Cmd_Argc() != 3)
4132 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4135 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4139 Con_Print("usage: r_editlights_edit [property] [value]\n");
4140 Con_Print("Selected light's properties:\n");
4141 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
4142 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
4143 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
4144 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
4145 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
4146 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
4147 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
4148 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
4149 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
4150 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
4151 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
4152 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
4153 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
4154 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
4157 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
4158 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4161 void R_Shadow_EditLights_EditAll_f(void)
4165 if (!r_editlights.integer)
4167 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4171 for (light = r_shadow_worldlightchain;light;light = light->next)
4173 R_Shadow_SelectLight(light);
4174 R_Shadow_EditLights_Edit_f();
4178 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4180 int lightnumber, lightcount;
4184 if (!r_editlights.integer)
4190 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
4191 if (light == r_shadow_selectedlight)
4192 lightnumber = lightcount;
4193 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;
4194 if (r_shadow_selectedlight == NULL)
4196 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4197 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;
4198 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;
4199 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;
4200 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4201 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4202 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4203 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;
4204 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4205 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4206 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4207 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4208 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4209 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;
4210 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;
4213 void R_Shadow_EditLights_ToggleShadow_f(void)
4215 if (!r_editlights.integer)
4217 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4220 if (!r_shadow_selectedlight)
4222 Con_Print("No selected light.\n");
4225 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);
4228 void R_Shadow_EditLights_ToggleCorona_f(void)
4230 if (!r_editlights.integer)
4232 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4235 if (!r_shadow_selectedlight)
4237 Con_Print("No selected light.\n");
4240 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);
4243 void R_Shadow_EditLights_Remove_f(void)
4245 if (!r_editlights.integer)
4247 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
4250 if (!r_shadow_selectedlight)
4252 Con_Print("No selected light.\n");
4255 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4256 r_shadow_selectedlight = NULL;
4259 void R_Shadow_EditLights_Help_f(void)
4262 "Documentation on r_editlights system:\n"
4264 "r_editlights : enable/disable editing mode\n"
4265 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4266 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4267 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4268 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4269 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4271 "r_editlights_help : this help\n"
4272 "r_editlights_clear : remove all lights\n"
4273 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4274 "r_editlights_save : save to .rtlights file\n"
4275 "r_editlights_spawn : create a light with default settings\n"
4276 "r_editlights_edit command : edit selected light - more documentation below\n"
4277 "r_editlights_remove : remove selected light\n"
4278 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4279 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4280 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4282 "origin x y z : set light location\n"
4283 "originx x: set x component of light location\n"
4284 "originy y: set y component of light location\n"
4285 "originz z: set z component of light location\n"
4286 "move x y z : adjust light location\n"
4287 "movex x: adjust x component of light location\n"
4288 "movey y: adjust y component of light location\n"
4289 "movez z: adjust z component of light location\n"
4290 "angles x y z : set light angles\n"
4291 "anglesx x: set x component of light angles\n"
4292 "anglesy y: set y component of light angles\n"
4293 "anglesz z: set z component of light angles\n"
4294 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4295 "radius radius : set radius (size) of light\n"
4296 "colorscale grey : multiply color of light (1 does nothing)\n"
4297 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4298 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4299 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4300 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4301 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4302 "shadows 1/0 : turn on/off shadows\n"
4303 "corona n : set corona intensity\n"
4304 "coronasize n : set corona size (0-1)\n"
4305 "ambient n : set ambient intensity (0-1)\n"
4306 "diffuse n : set diffuse intensity (0-1)\n"
4307 "specular n : set specular intensity (0-1)\n"
4308 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4309 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4310 "<nothing> : print light properties to console\n"
4314 void R_Shadow_EditLights_CopyInfo_f(void)
4316 if (!r_editlights.integer)
4318 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
4321 if (!r_shadow_selectedlight)
4323 Con_Print("No selected light.\n");
4326 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4327 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4328 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4329 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4330 if (r_shadow_selectedlight->cubemapname)
4331 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4333 r_shadow_bufferlight.cubemapname[0] = 0;
4334 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4335 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4336 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4337 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4338 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4339 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4340 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4343 void R_Shadow_EditLights_PasteInfo_f(void)
4345 if (!r_editlights.integer)
4347 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
4350 if (!r_shadow_selectedlight)
4352 Con_Print("No selected light.\n");
4355 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);
4358 void R_Shadow_EditLights_Init(void)
4360 Cvar_RegisterVariable(&r_editlights);
4361 Cvar_RegisterVariable(&r_editlights_cursordistance);
4362 Cvar_RegisterVariable(&r_editlights_cursorpushback);
4363 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4364 Cvar_RegisterVariable(&r_editlights_cursorgrid);
4365 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4366 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
4367 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
4368 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)");
4369 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
4370 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
4371 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
4372 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)");
4373 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
4374 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
4375 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
4376 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
4377 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
4378 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
4379 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)");