3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
145 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
148 extern void R_Shadow_EditLights_Init(void);
150 typedef enum r_shadow_rendermode_e
152 R_SHADOW_RENDERMODE_NONE,
153 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
154 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
155 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
156 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
157 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
158 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
159 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
160 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
161 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
162 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
163 R_SHADOW_RENDERMODE_LIGHT_GLSL,
164 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
165 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
166 R_SHADOW_RENDERMODE_SHADOWMAP2D
168 r_shadow_rendermode_t;
170 typedef enum r_shadow_shadowmode_e
172 R_SHADOW_SHADOWMODE_STENCIL,
173 R_SHADOW_SHADOWMODE_SHADOWMAP2D
175 r_shadow_shadowmode_t;
177 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
178 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
181 qboolean r_shadow_usingshadowmap2d;
182 qboolean r_shadow_usingshadowmaportho;
183 int r_shadow_shadowmapside;
184 float r_shadow_shadowmap_texturescale[2];
185 float r_shadow_shadowmap_parameters[4];
187 int r_shadow_drawbuffer;
188 int r_shadow_readbuffer;
190 int r_shadow_cullface_front, r_shadow_cullface_back;
191 GLuint r_shadow_fbo2d;
192 r_shadow_shadowmode_t r_shadow_shadowmode;
193 int r_shadow_shadowmapfilterquality;
194 int r_shadow_shadowmapdepthbits;
195 int r_shadow_shadowmapmaxsize;
196 qboolean r_shadow_shadowmapvsdct;
197 qboolean r_shadow_shadowmapsampler;
198 int r_shadow_shadowmappcf;
199 int r_shadow_shadowmapborder;
200 matrix4x4_t r_shadow_shadowmapmatrix;
201 int r_shadow_lightscissor[4];
202 qboolean r_shadow_usingdeferredprepass;
204 int maxshadowtriangles;
207 int maxshadowvertices;
208 float *shadowvertex3f;
218 unsigned char *shadowsides;
219 int *shadowsideslist;
226 int r_shadow_buffer_numleafpvsbytes;
227 unsigned char *r_shadow_buffer_visitingleafpvs;
228 unsigned char *r_shadow_buffer_leafpvs;
229 int *r_shadow_buffer_leaflist;
231 int r_shadow_buffer_numsurfacepvsbytes;
232 unsigned char *r_shadow_buffer_surfacepvs;
233 int *r_shadow_buffer_surfacelist;
234 unsigned char *r_shadow_buffer_surfacesides;
236 int r_shadow_buffer_numshadowtrispvsbytes;
237 unsigned char *r_shadow_buffer_shadowtrispvs;
238 int r_shadow_buffer_numlighttrispvsbytes;
239 unsigned char *r_shadow_buffer_lighttrispvs;
241 rtexturepool_t *r_shadow_texturepool;
242 rtexture_t *r_shadow_attenuationgradienttexture;
243 rtexture_t *r_shadow_attenuation2dtexture;
244 rtexture_t *r_shadow_attenuation3dtexture;
245 skinframe_t *r_shadow_lightcorona;
246 rtexture_t *r_shadow_shadowmap2dtexture;
247 rtexture_t *r_shadow_shadowmap2dcolortexture;
248 rtexture_t *r_shadow_shadowmapvsdcttexture;
249 int r_shadow_shadowmapsize; // changes for each light based on distance
250 int r_shadow_shadowmaplod; // changes for each light based on distance
252 GLuint r_shadow_prepassgeometryfbo;
253 GLuint r_shadow_prepasslightingfbo;
254 int r_shadow_prepass_width;
255 int r_shadow_prepass_height;
256 rtexture_t *r_shadow_prepassgeometrydepthtexture;
257 rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
258 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
259 rtexture_t *r_shadow_prepasslightingdiffusetexture;
260 rtexture_t *r_shadow_prepasslightingspeculartexture;
262 // lights are reloaded when this changes
263 char r_shadow_mapname[MAX_QPATH];
265 // used only for light filters (cubemaps)
266 rtexturepool_t *r_shadow_filters_texturepool;
268 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
270 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
271 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
272 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
273 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
274 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
275 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
276 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
277 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
278 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
279 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
280 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
281 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
282 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
283 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
284 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
285 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
286 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
287 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
288 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
289 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
290 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
291 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
292 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
293 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
294 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
295 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
296 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
297 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
298 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
299 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
300 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
301 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
302 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
303 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
304 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
305 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
306 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
307 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
308 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
309 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
310 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
311 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
312 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
313 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
314 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
315 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
316 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
317 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
318 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
319 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
320 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
321 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
322 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
323 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
324 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
325 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
326 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
327 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
328 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
329 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
331 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
332 #define ATTENTABLESIZE 256
333 // 1D gradient, 2D circle and 3D sphere attenuation textures
334 #define ATTEN1DSIZE 32
335 #define ATTEN2DSIZE 64
336 #define ATTEN3DSIZE 32
338 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
339 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
340 static float r_shadow_attentable[ATTENTABLESIZE+1];
342 rtlight_t *r_shadow_compilingrtlight;
343 static memexpandablearray_t r_shadow_worldlightsarray;
344 dlight_t *r_shadow_selectedlight;
345 dlight_t r_shadow_bufferlight;
346 vec3_t r_editlights_cursorlocation;
347 qboolean r_editlights_lockcursor;
349 extern int con_vislines;
351 void R_Shadow_UncompileWorldLights(void);
352 void R_Shadow_ClearWorldLights(void);
353 void R_Shadow_SaveWorldLights(void);
354 void R_Shadow_LoadWorldLights(void);
355 void R_Shadow_LoadLightsFile(void);
356 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
357 void R_Shadow_EditLights_Reload_f(void);
358 void R_Shadow_ValidateCvars(void);
359 static void R_Shadow_MakeTextures(void);
361 #define EDLIGHTSPRSIZE 8
362 skinframe_t *r_editlights_sprcursor;
363 skinframe_t *r_editlights_sprlight;
364 skinframe_t *r_editlights_sprnoshadowlight;
365 skinframe_t *r_editlights_sprcubemaplight;
366 skinframe_t *r_editlights_sprcubemapnoshadowlight;
367 skinframe_t *r_editlights_sprselection;
369 void R_Shadow_SetShadowMode(void)
371 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
372 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
373 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
374 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
375 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
376 r_shadow_shadowmaplod = -1;
377 r_shadow_shadowmapsize = 0;
378 r_shadow_shadowmapsampler = false;
379 r_shadow_shadowmappcf = 0;
380 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
381 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
383 switch(vid.renderpath)
385 case RENDERPATH_GL20:
386 if(r_shadow_shadowmapfilterquality < 0)
388 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
389 r_shadow_shadowmappcf = 1;
390 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD"))
392 r_shadow_shadowmapsampler = vid.support.arb_shadow;
393 r_shadow_shadowmappcf = 1;
395 else if(strstr(gl_vendor, "ATI"))
396 r_shadow_shadowmappcf = 1;
398 r_shadow_shadowmapsampler = vid.support.arb_shadow;
402 switch (r_shadow_shadowmapfilterquality)
405 r_shadow_shadowmapsampler = vid.support.arb_shadow;
408 r_shadow_shadowmapsampler = vid.support.arb_shadow;
409 r_shadow_shadowmappcf = 1;
412 r_shadow_shadowmappcf = 1;
415 r_shadow_shadowmappcf = 2;
419 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
420 // Cg has very little choice in depth texture sampling
422 r_shadow_shadowmapsampler = false;
424 case RENDERPATH_CGGL:
425 case RENDERPATH_D3D9:
426 case RENDERPATH_D3D10:
427 case RENDERPATH_D3D11:
428 r_shadow_shadowmapsampler = false;
429 r_shadow_shadowmappcf = 1;
430 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
432 case RENDERPATH_GL13:
434 case RENDERPATH_GL11:
440 qboolean R_Shadow_ShadowMappingEnabled(void)
442 switch (r_shadow_shadowmode)
444 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
451 void R_Shadow_FreeShadowMaps(void)
453 R_Shadow_SetShadowMode();
455 R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
459 if (r_shadow_shadowmap2dtexture)
460 R_FreeTexture(r_shadow_shadowmap2dtexture);
461 r_shadow_shadowmap2dtexture = NULL;
463 if (r_shadow_shadowmap2dcolortexture)
464 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
465 r_shadow_shadowmap2dcolortexture = NULL;
467 if (r_shadow_shadowmapvsdcttexture)
468 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
469 r_shadow_shadowmapvsdcttexture = NULL;
472 void r_shadow_start(void)
474 // allocate vertex processing arrays
475 r_shadow_attenuationgradienttexture = NULL;
476 r_shadow_attenuation2dtexture = NULL;
477 r_shadow_attenuation3dtexture = NULL;
478 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
479 r_shadow_shadowmap2dtexture = NULL;
480 r_shadow_shadowmap2dcolortexture = NULL;
481 r_shadow_shadowmapvsdcttexture = NULL;
482 r_shadow_shadowmapmaxsize = 0;
483 r_shadow_shadowmapsize = 0;
484 r_shadow_shadowmaplod = 0;
485 r_shadow_shadowmapfilterquality = -1;
486 r_shadow_shadowmapdepthbits = 0;
487 r_shadow_shadowmapvsdct = false;
488 r_shadow_shadowmapsampler = false;
489 r_shadow_shadowmappcf = 0;
492 R_Shadow_FreeShadowMaps();
494 r_shadow_texturepool = NULL;
495 r_shadow_filters_texturepool = NULL;
496 R_Shadow_ValidateCvars();
497 R_Shadow_MakeTextures();
498 maxshadowtriangles = 0;
499 shadowelements = NULL;
500 maxshadowvertices = 0;
501 shadowvertex3f = NULL;
509 shadowmarklist = NULL;
514 shadowsideslist = NULL;
515 r_shadow_buffer_numleafpvsbytes = 0;
516 r_shadow_buffer_visitingleafpvs = NULL;
517 r_shadow_buffer_leafpvs = NULL;
518 r_shadow_buffer_leaflist = NULL;
519 r_shadow_buffer_numsurfacepvsbytes = 0;
520 r_shadow_buffer_surfacepvs = NULL;
521 r_shadow_buffer_surfacelist = NULL;
522 r_shadow_buffer_surfacesides = NULL;
523 r_shadow_buffer_numshadowtrispvsbytes = 0;
524 r_shadow_buffer_shadowtrispvs = NULL;
525 r_shadow_buffer_numlighttrispvsbytes = 0;
526 r_shadow_buffer_lighttrispvs = NULL;
528 r_shadow_usingdeferredprepass = false;
529 r_shadow_prepass_width = r_shadow_prepass_height = 0;
532 static void R_Shadow_FreeDeferred(void);
533 void r_shadow_shutdown(void)
536 R_Shadow_UncompileWorldLights();
538 R_Shadow_FreeShadowMaps();
540 r_shadow_usingdeferredprepass = false;
541 if (r_shadow_prepass_width)
542 R_Shadow_FreeDeferred();
543 r_shadow_prepass_width = r_shadow_prepass_height = 0;
546 r_shadow_attenuationgradienttexture = NULL;
547 r_shadow_attenuation2dtexture = NULL;
548 r_shadow_attenuation3dtexture = NULL;
549 R_FreeTexturePool(&r_shadow_texturepool);
550 R_FreeTexturePool(&r_shadow_filters_texturepool);
551 maxshadowtriangles = 0;
553 Mem_Free(shadowelements);
554 shadowelements = NULL;
556 Mem_Free(shadowvertex3f);
557 shadowvertex3f = NULL;
560 Mem_Free(vertexupdate);
563 Mem_Free(vertexremap);
569 Mem_Free(shadowmark);
572 Mem_Free(shadowmarklist);
573 shadowmarklist = NULL;
578 Mem_Free(shadowsides);
581 Mem_Free(shadowsideslist);
582 shadowsideslist = NULL;
583 r_shadow_buffer_numleafpvsbytes = 0;
584 if (r_shadow_buffer_visitingleafpvs)
585 Mem_Free(r_shadow_buffer_visitingleafpvs);
586 r_shadow_buffer_visitingleafpvs = NULL;
587 if (r_shadow_buffer_leafpvs)
588 Mem_Free(r_shadow_buffer_leafpvs);
589 r_shadow_buffer_leafpvs = NULL;
590 if (r_shadow_buffer_leaflist)
591 Mem_Free(r_shadow_buffer_leaflist);
592 r_shadow_buffer_leaflist = NULL;
593 r_shadow_buffer_numsurfacepvsbytes = 0;
594 if (r_shadow_buffer_surfacepvs)
595 Mem_Free(r_shadow_buffer_surfacepvs);
596 r_shadow_buffer_surfacepvs = NULL;
597 if (r_shadow_buffer_surfacelist)
598 Mem_Free(r_shadow_buffer_surfacelist);
599 r_shadow_buffer_surfacelist = NULL;
600 if (r_shadow_buffer_surfacesides)
601 Mem_Free(r_shadow_buffer_surfacesides);
602 r_shadow_buffer_surfacesides = NULL;
603 r_shadow_buffer_numshadowtrispvsbytes = 0;
604 if (r_shadow_buffer_shadowtrispvs)
605 Mem_Free(r_shadow_buffer_shadowtrispvs);
606 r_shadow_buffer_numlighttrispvsbytes = 0;
607 if (r_shadow_buffer_lighttrispvs)
608 Mem_Free(r_shadow_buffer_lighttrispvs);
611 void r_shadow_newmap(void)
613 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
614 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
615 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
616 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
617 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
618 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
619 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
620 if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
621 R_Shadow_EditLights_Reload_f();
624 void R_Shadow_Init(void)
626 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
627 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
628 Cvar_RegisterVariable(&r_shadow_usenormalmap);
629 Cvar_RegisterVariable(&r_shadow_debuglight);
630 Cvar_RegisterVariable(&r_shadow_deferred);
631 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
632 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
633 Cvar_RegisterVariable(&r_shadow_gloss);
634 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
635 Cvar_RegisterVariable(&r_shadow_glossintensity);
636 Cvar_RegisterVariable(&r_shadow_glossexponent);
637 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
638 Cvar_RegisterVariable(&r_shadow_glossexact);
639 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
640 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
641 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
642 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
643 Cvar_RegisterVariable(&r_shadow_projectdistance);
644 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
645 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
646 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
647 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
648 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
649 Cvar_RegisterVariable(&r_shadow_realtime_world);
650 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
651 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
652 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
653 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
654 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
655 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
656 Cvar_RegisterVariable(&r_shadow_scissor);
657 Cvar_RegisterVariable(&r_shadow_shadowmapping);
658 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
659 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
660 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
661 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
662 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
663 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
664 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
665 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
666 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
667 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
668 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
669 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
670 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
671 Cvar_RegisterVariable(&r_shadow_polygonfactor);
672 Cvar_RegisterVariable(&r_shadow_polygonoffset);
673 Cvar_RegisterVariable(&r_shadow_texture3d);
674 Cvar_RegisterVariable(&r_coronas);
675 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
676 Cvar_RegisterVariable(&r_coronas_occlusionquery);
677 Cvar_RegisterVariable(&gl_flashblend);
678 Cvar_RegisterVariable(&gl_ext_separatestencil);
679 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
680 if (gamemode == GAME_TENEBRAE)
682 Cvar_SetValue("r_shadow_gloss", 2);
683 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
685 R_Shadow_EditLights_Init();
686 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
687 maxshadowtriangles = 0;
688 shadowelements = NULL;
689 maxshadowvertices = 0;
690 shadowvertex3f = NULL;
698 shadowmarklist = NULL;
703 shadowsideslist = NULL;
704 r_shadow_buffer_numleafpvsbytes = 0;
705 r_shadow_buffer_visitingleafpvs = NULL;
706 r_shadow_buffer_leafpvs = NULL;
707 r_shadow_buffer_leaflist = NULL;
708 r_shadow_buffer_numsurfacepvsbytes = 0;
709 r_shadow_buffer_surfacepvs = NULL;
710 r_shadow_buffer_surfacelist = NULL;
711 r_shadow_buffer_surfacesides = NULL;
712 r_shadow_buffer_shadowtrispvs = NULL;
713 r_shadow_buffer_lighttrispvs = NULL;
714 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
717 matrix4x4_t matrix_attenuationxyz =
720 {0.5, 0.0, 0.0, 0.5},
721 {0.0, 0.5, 0.0, 0.5},
722 {0.0, 0.0, 0.5, 0.5},
727 matrix4x4_t matrix_attenuationz =
730 {0.0, 0.0, 0.5, 0.5},
731 {0.0, 0.0, 0.0, 0.5},
732 {0.0, 0.0, 0.0, 0.5},
737 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
739 numvertices = ((numvertices + 255) & ~255) * vertscale;
740 numtriangles = ((numtriangles + 255) & ~255) * triscale;
741 // make sure shadowelements is big enough for this volume
742 if (maxshadowtriangles < numtriangles)
744 maxshadowtriangles = numtriangles;
746 Mem_Free(shadowelements);
747 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
749 // make sure shadowvertex3f is big enough for this volume
750 if (maxshadowvertices < numvertices)
752 maxshadowvertices = numvertices;
754 Mem_Free(shadowvertex3f);
755 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
759 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
761 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
762 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
763 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
764 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
765 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
767 if (r_shadow_buffer_visitingleafpvs)
768 Mem_Free(r_shadow_buffer_visitingleafpvs);
769 if (r_shadow_buffer_leafpvs)
770 Mem_Free(r_shadow_buffer_leafpvs);
771 if (r_shadow_buffer_leaflist)
772 Mem_Free(r_shadow_buffer_leaflist);
773 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
774 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
775 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
776 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
778 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
780 if (r_shadow_buffer_surfacepvs)
781 Mem_Free(r_shadow_buffer_surfacepvs);
782 if (r_shadow_buffer_surfacelist)
783 Mem_Free(r_shadow_buffer_surfacelist);
784 if (r_shadow_buffer_surfacesides)
785 Mem_Free(r_shadow_buffer_surfacesides);
786 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
787 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
788 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
789 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
791 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
793 if (r_shadow_buffer_shadowtrispvs)
794 Mem_Free(r_shadow_buffer_shadowtrispvs);
795 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
796 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
798 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
800 if (r_shadow_buffer_lighttrispvs)
801 Mem_Free(r_shadow_buffer_lighttrispvs);
802 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
803 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
807 void R_Shadow_PrepareShadowMark(int numtris)
809 // make sure shadowmark is big enough for this volume
810 if (maxshadowmark < numtris)
812 maxshadowmark = numtris;
814 Mem_Free(shadowmark);
816 Mem_Free(shadowmarklist);
817 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
818 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
822 // if shadowmarkcount wrapped we clear the array and adjust accordingly
823 if (shadowmarkcount == 0)
826 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
831 void R_Shadow_PrepareShadowSides(int numtris)
833 if (maxshadowsides < numtris)
835 maxshadowsides = numtris;
837 Mem_Free(shadowsides);
839 Mem_Free(shadowsideslist);
840 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
841 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
846 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
849 int outtriangles = 0, outvertices = 0;
852 float ratio, direction[3], projectvector[3];
854 if (projectdirection)
855 VectorScale(projectdirection, projectdistance, projectvector);
857 VectorClear(projectvector);
859 // create the vertices
860 if (projectdirection)
862 for (i = 0;i < numshadowmarktris;i++)
864 element = inelement3i + shadowmarktris[i] * 3;
865 for (j = 0;j < 3;j++)
867 if (vertexupdate[element[j]] != vertexupdatenum)
869 vertexupdate[element[j]] = vertexupdatenum;
870 vertexremap[element[j]] = outvertices;
871 vertex = invertex3f + element[j] * 3;
872 // project one copy of the vertex according to projectvector
873 VectorCopy(vertex, outvertex3f);
874 VectorAdd(vertex, projectvector, (outvertex3f + 3));
883 for (i = 0;i < numshadowmarktris;i++)
885 element = inelement3i + shadowmarktris[i] * 3;
886 for (j = 0;j < 3;j++)
888 if (vertexupdate[element[j]] != vertexupdatenum)
890 vertexupdate[element[j]] = vertexupdatenum;
891 vertexremap[element[j]] = outvertices;
892 vertex = invertex3f + element[j] * 3;
893 // project one copy of the vertex to the sphere radius of the light
894 // (FIXME: would projecting it to the light box be better?)
895 VectorSubtract(vertex, projectorigin, direction);
896 ratio = projectdistance / VectorLength(direction);
897 VectorCopy(vertex, outvertex3f);
898 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
906 if (r_shadow_frontsidecasting.integer)
908 for (i = 0;i < numshadowmarktris;i++)
910 int remappedelement[3];
912 const int *neighbortriangle;
914 markindex = shadowmarktris[i] * 3;
915 element = inelement3i + markindex;
916 neighbortriangle = inneighbor3i + markindex;
917 // output the front and back triangles
918 outelement3i[0] = vertexremap[element[0]];
919 outelement3i[1] = vertexremap[element[1]];
920 outelement3i[2] = vertexremap[element[2]];
921 outelement3i[3] = vertexremap[element[2]] + 1;
922 outelement3i[4] = vertexremap[element[1]] + 1;
923 outelement3i[5] = vertexremap[element[0]] + 1;
927 // output the sides (facing outward from this triangle)
928 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
930 remappedelement[0] = vertexremap[element[0]];
931 remappedelement[1] = vertexremap[element[1]];
932 outelement3i[0] = remappedelement[1];
933 outelement3i[1] = remappedelement[0];
934 outelement3i[2] = remappedelement[0] + 1;
935 outelement3i[3] = remappedelement[1];
936 outelement3i[4] = remappedelement[0] + 1;
937 outelement3i[5] = remappedelement[1] + 1;
942 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
944 remappedelement[1] = vertexremap[element[1]];
945 remappedelement[2] = vertexremap[element[2]];
946 outelement3i[0] = remappedelement[2];
947 outelement3i[1] = remappedelement[1];
948 outelement3i[2] = remappedelement[1] + 1;
949 outelement3i[3] = remappedelement[2];
950 outelement3i[4] = remappedelement[1] + 1;
951 outelement3i[5] = remappedelement[2] + 1;
956 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
958 remappedelement[0] = vertexremap[element[0]];
959 remappedelement[2] = vertexremap[element[2]];
960 outelement3i[0] = remappedelement[0];
961 outelement3i[1] = remappedelement[2];
962 outelement3i[2] = remappedelement[2] + 1;
963 outelement3i[3] = remappedelement[0];
964 outelement3i[4] = remappedelement[2] + 1;
965 outelement3i[5] = remappedelement[0] + 1;
974 for (i = 0;i < numshadowmarktris;i++)
976 int remappedelement[3];
978 const int *neighbortriangle;
980 markindex = shadowmarktris[i] * 3;
981 element = inelement3i + markindex;
982 neighbortriangle = inneighbor3i + markindex;
983 // output the front and back triangles
984 outelement3i[0] = vertexremap[element[2]];
985 outelement3i[1] = vertexremap[element[1]];
986 outelement3i[2] = vertexremap[element[0]];
987 outelement3i[3] = vertexremap[element[0]] + 1;
988 outelement3i[4] = vertexremap[element[1]] + 1;
989 outelement3i[5] = vertexremap[element[2]] + 1;
993 // output the sides (facing outward from this triangle)
994 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
996 remappedelement[0] = vertexremap[element[0]];
997 remappedelement[1] = vertexremap[element[1]];
998 outelement3i[0] = remappedelement[0];
999 outelement3i[1] = remappedelement[1];
1000 outelement3i[2] = remappedelement[1] + 1;
1001 outelement3i[3] = remappedelement[0];
1002 outelement3i[4] = remappedelement[1] + 1;
1003 outelement3i[5] = remappedelement[0] + 1;
1008 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1010 remappedelement[1] = vertexremap[element[1]];
1011 remappedelement[2] = vertexremap[element[2]];
1012 outelement3i[0] = remappedelement[1];
1013 outelement3i[1] = remappedelement[2];
1014 outelement3i[2] = remappedelement[2] + 1;
1015 outelement3i[3] = remappedelement[1];
1016 outelement3i[4] = remappedelement[2] + 1;
1017 outelement3i[5] = remappedelement[1] + 1;
1022 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1024 remappedelement[0] = vertexremap[element[0]];
1025 remappedelement[2] = vertexremap[element[2]];
1026 outelement3i[0] = remappedelement[2];
1027 outelement3i[1] = remappedelement[0];
1028 outelement3i[2] = remappedelement[0] + 1;
1029 outelement3i[3] = remappedelement[2];
1030 outelement3i[4] = remappedelement[0] + 1;
1031 outelement3i[5] = remappedelement[2] + 1;
1039 *outnumvertices = outvertices;
1040 return outtriangles;
1043 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1046 int outtriangles = 0, outvertices = 0;
1048 const float *vertex;
1049 float ratio, direction[3], projectvector[3];
1052 if (projectdirection)
1053 VectorScale(projectdirection, projectdistance, projectvector);
1055 VectorClear(projectvector);
1057 for (i = 0;i < numshadowmarktris;i++)
1059 int remappedelement[3];
1061 const int *neighbortriangle;
1063 markindex = shadowmarktris[i] * 3;
1064 neighbortriangle = inneighbor3i + markindex;
1065 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1066 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1067 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1068 if (side[0] + side[1] + side[2] == 0)
1072 element = inelement3i + markindex;
1074 // create the vertices
1075 for (j = 0;j < 3;j++)
1077 if (side[j] + side[j+1] == 0)
1080 if (vertexupdate[k] != vertexupdatenum)
1082 vertexupdate[k] = vertexupdatenum;
1083 vertexremap[k] = outvertices;
1084 vertex = invertex3f + k * 3;
1085 VectorCopy(vertex, outvertex3f);
1086 if (projectdirection)
1088 // project one copy of the vertex according to projectvector
1089 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1093 // project one copy of the vertex to the sphere radius of the light
1094 // (FIXME: would projecting it to the light box be better?)
1095 VectorSubtract(vertex, projectorigin, direction);
1096 ratio = projectdistance / VectorLength(direction);
1097 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1104 // output the sides (facing outward from this triangle)
1107 remappedelement[0] = vertexremap[element[0]];
1108 remappedelement[1] = vertexremap[element[1]];
1109 outelement3i[0] = remappedelement[1];
1110 outelement3i[1] = remappedelement[0];
1111 outelement3i[2] = remappedelement[0] + 1;
1112 outelement3i[3] = remappedelement[1];
1113 outelement3i[4] = remappedelement[0] + 1;
1114 outelement3i[5] = remappedelement[1] + 1;
1121 remappedelement[1] = vertexremap[element[1]];
1122 remappedelement[2] = vertexremap[element[2]];
1123 outelement3i[0] = remappedelement[2];
1124 outelement3i[1] = remappedelement[1];
1125 outelement3i[2] = remappedelement[1] + 1;
1126 outelement3i[3] = remappedelement[2];
1127 outelement3i[4] = remappedelement[1] + 1;
1128 outelement3i[5] = remappedelement[2] + 1;
1135 remappedelement[0] = vertexremap[element[0]];
1136 remappedelement[2] = vertexremap[element[2]];
1137 outelement3i[0] = remappedelement[0];
1138 outelement3i[1] = remappedelement[2];
1139 outelement3i[2] = remappedelement[2] + 1;
1140 outelement3i[3] = remappedelement[0];
1141 outelement3i[4] = remappedelement[2] + 1;
1142 outelement3i[5] = remappedelement[0] + 1;
1149 *outnumvertices = outvertices;
1150 return outtriangles;
1153 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1159 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1161 tend = firsttriangle + numtris;
1162 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1164 // surface box entirely inside light box, no box cull
1165 if (projectdirection)
1167 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1169 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1170 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1171 shadowmarklist[numshadowmark++] = t;
1176 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1177 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1178 shadowmarklist[numshadowmark++] = t;
1183 // surface box not entirely inside light box, cull each triangle
1184 if (projectdirection)
1186 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1188 v[0] = invertex3f + e[0] * 3;
1189 v[1] = invertex3f + e[1] * 3;
1190 v[2] = invertex3f + e[2] * 3;
1191 TriangleNormal(v[0], v[1], v[2], normal);
1192 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1193 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1194 shadowmarklist[numshadowmark++] = t;
1199 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1201 v[0] = invertex3f + e[0] * 3;
1202 v[1] = invertex3f + e[1] * 3;
1203 v[2] = invertex3f + e[2] * 3;
1204 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1205 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1206 shadowmarklist[numshadowmark++] = t;
1212 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1217 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1219 // check if the shadow volume intersects the near plane
1221 // a ray between the eye and light origin may intersect the caster,
1222 // indicating that the shadow may touch the eye location, however we must
1223 // test the near plane (a polygon), not merely the eye location, so it is
1224 // easiest to enlarge the caster bounding shape slightly for this.
1230 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1232 int i, tris, outverts;
1233 if (projectdistance < 0.1)
1235 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1238 if (!numverts || !nummarktris)
1240 // make sure shadowelements is big enough for this volume
1241 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1242 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1244 if (maxvertexupdate < numverts)
1246 maxvertexupdate = numverts;
1248 Mem_Free(vertexupdate);
1250 Mem_Free(vertexremap);
1251 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1252 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1253 vertexupdatenum = 0;
1256 if (vertexupdatenum == 0)
1258 vertexupdatenum = 1;
1259 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1260 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1263 for (i = 0;i < nummarktris;i++)
1264 shadowmark[marktris[i]] = shadowmarkcount;
1266 if (r_shadow_compilingrtlight)
1268 // if we're compiling an rtlight, capture the mesh
1269 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1270 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1271 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1272 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1274 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1276 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1277 R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
1278 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1282 // decide which type of shadow to generate and set stencil mode
1283 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1284 // generate the sides or a solid volume, depending on type
1285 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1286 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1288 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1289 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1290 r_refdef.stats.lights_shadowtriangles += tris;
1291 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1293 // increment stencil if frontface is infront of depthbuffer
1294 GL_CullFace(r_refdef.view.cullface_front);
1295 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1296 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1297 // decrement stencil if backface is infront of depthbuffer
1298 GL_CullFace(r_refdef.view.cullface_back);
1299 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1301 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1303 // decrement stencil if backface is behind depthbuffer
1304 GL_CullFace(r_refdef.view.cullface_front);
1305 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1306 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1307 // increment stencil if frontface is behind depthbuffer
1308 GL_CullFace(r_refdef.view.cullface_back);
1309 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1311 R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
1312 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1316 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1318 // p1, p2, p3 are in the cubemap's local coordinate system
1319 // bias = border/(size - border)
1322 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1323 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1324 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1325 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1327 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1328 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1329 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1330 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1332 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1333 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1334 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1336 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1337 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1338 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1339 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1341 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1342 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1343 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1344 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1346 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1347 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1348 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1350 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1351 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1352 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1353 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1355 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1356 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1357 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1358 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1360 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1361 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1362 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1367 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1369 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1370 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1373 VectorSubtract(maxs, mins, radius);
1374 VectorScale(radius, 0.5f, radius);
1375 VectorAdd(mins, radius, center);
1376 Matrix4x4_Transform(worldtolight, center, lightcenter);
1377 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1378 VectorSubtract(lightcenter, lightradius, pmin);
1379 VectorAdd(lightcenter, lightradius, pmax);
1381 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1382 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1383 if(ap1 > bias*an1 && ap2 > bias*an2)
1385 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1386 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1387 if(an1 > bias*ap1 && an2 > bias*ap2)
1389 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1390 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1392 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1393 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1394 if(ap1 > bias*an1 && ap2 > bias*an2)
1396 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1397 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1398 if(an1 > bias*ap1 && an2 > bias*ap2)
1400 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1401 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1403 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1404 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1405 if(ap1 > bias*an1 && ap2 > bias*an2)
1407 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1408 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1409 if(an1 > bias*ap1 && an2 > bias*ap2)
1411 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1412 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1417 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1419 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1421 // p is in the cubemap's local coordinate system
1422 // bias = border/(size - border)
1423 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1424 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1425 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1427 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1428 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1429 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1430 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1431 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1432 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1436 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1440 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1441 float scale = (size - 2*border)/size, len;
1442 float bias = border / (float)(size - border), dp, dn, ap, an;
1443 // check if cone enclosing side would cross frustum plane
1444 scale = 2 / (scale*scale + 2);
1445 for (i = 0;i < 5;i++)
1447 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1449 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1450 len = scale*VectorLength2(n);
1451 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1452 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1453 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1455 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1457 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1458 len = scale*VectorLength(n);
1459 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1460 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1461 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1463 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1464 // check if frustum corners/origin cross plane sides
1466 // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1467 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1468 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1469 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1470 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1471 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1472 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1473 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1474 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1475 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1476 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1477 for (i = 0;i < 4;i++)
1479 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1480 VectorSubtract(n, p, n);
1481 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1482 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1483 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1484 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1485 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1486 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1487 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1488 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1489 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1492 // finite version, assumes corners are a finite distance from origin dependent on far plane
1493 for (i = 0;i < 5;i++)
1495 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1496 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1497 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1498 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1499 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1500 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1501 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1502 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1503 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1504 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1507 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1510 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1518 int mask, surfacemask = 0;
1519 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1521 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1522 tend = firsttriangle + numtris;
1523 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1525 // surface box entirely inside light box, no box cull
1526 if (projectdirection)
1528 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1530 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1531 TriangleNormal(v[0], v[1], v[2], normal);
1532 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1534 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1535 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1536 surfacemask |= mask;
1539 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1540 shadowsides[numshadowsides] = mask;
1541 shadowsideslist[numshadowsides++] = t;
1548 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1550 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1551 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1553 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1554 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1555 surfacemask |= mask;
1558 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1559 shadowsides[numshadowsides] = mask;
1560 shadowsideslist[numshadowsides++] = t;
1568 // surface box not entirely inside light box, cull each triangle
1569 if (projectdirection)
1571 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1573 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1574 TriangleNormal(v[0], v[1], v[2], normal);
1575 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1576 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1578 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1579 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1580 surfacemask |= mask;
1583 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1584 shadowsides[numshadowsides] = mask;
1585 shadowsideslist[numshadowsides++] = t;
1592 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1594 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1595 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1596 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1598 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1599 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1600 surfacemask |= mask;
1603 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1604 shadowsides[numshadowsides] = mask;
1605 shadowsideslist[numshadowsides++] = t;
1614 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1616 int i, j, outtriangles = 0;
1617 int *outelement3i[6];
1618 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1620 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1621 // make sure shadowelements is big enough for this mesh
1622 if (maxshadowtriangles < outtriangles)
1623 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1625 // compute the offset and size of the separate index lists for each cubemap side
1627 for (i = 0;i < 6;i++)
1629 outelement3i[i] = shadowelements + outtriangles * 3;
1630 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1631 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1632 outtriangles += sidetotals[i];
1635 // gather up the (sparse) triangles into separate index lists for each cubemap side
1636 for (i = 0;i < numsidetris;i++)
1638 const int *element = elements + sidetris[i] * 3;
1639 for (j = 0;j < 6;j++)
1641 if (sides[i] & (1 << j))
1643 outelement3i[j][0] = element[0];
1644 outelement3i[j][1] = element[1];
1645 outelement3i[j][2] = element[2];
1646 outelement3i[j] += 3;
1651 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1654 static void R_Shadow_MakeTextures_MakeCorona(void)
1658 unsigned char pixels[32][32][4];
1659 for (y = 0;y < 32;y++)
1661 dy = (y - 15.5f) * (1.0f / 16.0f);
1662 for (x = 0;x < 32;x++)
1664 dx = (x - 15.5f) * (1.0f / 16.0f);
1665 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1666 a = bound(0, a, 255);
1667 pixels[y][x][0] = a;
1668 pixels[y][x][1] = a;
1669 pixels[y][x][2] = a;
1670 pixels[y][x][3] = 255;
1673 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1676 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1678 float dist = sqrt(x*x+y*y+z*z);
1679 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1680 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1681 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1684 static void R_Shadow_MakeTextures(void)
1687 float intensity, dist;
1689 R_Shadow_FreeShadowMaps();
1690 R_FreeTexturePool(&r_shadow_texturepool);
1691 r_shadow_texturepool = R_AllocTexturePool();
1692 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1693 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1694 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1695 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1696 for (x = 0;x <= ATTENTABLESIZE;x++)
1698 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1699 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1700 r_shadow_attentable[x] = bound(0, intensity, 1);
1702 // 1D gradient texture
1703 for (x = 0;x < ATTEN1DSIZE;x++)
1704 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1705 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1706 // 2D circle texture
1707 for (y = 0;y < ATTEN2DSIZE;y++)
1708 for (x = 0;x < ATTEN2DSIZE;x++)
1709 data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1710 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1711 // 3D sphere texture
1712 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1714 for (z = 0;z < ATTEN3DSIZE;z++)
1715 for (y = 0;y < ATTEN3DSIZE;y++)
1716 for (x = 0;x < ATTEN3DSIZE;x++)
1717 data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1718 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1721 r_shadow_attenuation3dtexture = NULL;
1724 R_Shadow_MakeTextures_MakeCorona();
1726 // Editor light sprites
1727 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1744 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1745 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1762 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1763 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1780 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1781 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1798 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1799 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1816 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1817 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1834 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1837 void R_Shadow_ValidateCvars(void)
1839 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1840 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1841 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1842 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1843 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1844 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1847 //static const r_vertexposition_t resetvertexposition[3] = {{0, 0, 0}};
1849 void R_Shadow_RenderMode_Begin(void)
1855 R_Shadow_ValidateCvars();
1857 if (!r_shadow_attenuation2dtexture
1858 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1859 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1860 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1861 R_Shadow_MakeTextures();
1864 R_Mesh_ResetTextureState();
1865 // R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
1866 GL_BlendFunc(GL_ONE, GL_ZERO);
1867 GL_DepthRange(0, 1);
1868 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1870 GL_DepthMask(false);
1871 GL_Color(0, 0, 0, 1);
1872 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1874 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1876 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1878 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1879 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1881 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1883 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1884 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1888 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1889 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1892 switch(vid.renderpath)
1894 case RENDERPATH_GL20:
1895 case RENDERPATH_CGGL:
1896 case RENDERPATH_D3D9:
1897 case RENDERPATH_D3D10:
1898 case RENDERPATH_D3D11:
1899 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1901 case RENDERPATH_GL13:
1902 case RENDERPATH_GL11:
1903 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1904 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1905 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1906 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1907 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1908 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1910 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1916 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1917 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1918 r_shadow_drawbuffer = drawbuffer;
1919 r_shadow_readbuffer = readbuffer;
1921 r_shadow_cullface_front = r_refdef.view.cullface_front;
1922 r_shadow_cullface_back = r_refdef.view.cullface_back;
1925 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1927 rsurface.rtlight = rtlight;
1930 void R_Shadow_RenderMode_Reset(void)
1932 R_Mesh_ResetRenderTargets();
1933 R_SetViewport(&r_refdef.view.viewport);
1934 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1935 R_Mesh_ResetTextureState();
1936 // R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
1937 GL_DepthRange(0, 1);
1939 GL_DepthMask(false);
1940 GL_DepthFunc(GL_LEQUAL);
1941 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1942 r_refdef.view.cullface_front = r_shadow_cullface_front;
1943 r_refdef.view.cullface_back = r_shadow_cullface_back;
1944 GL_CullFace(r_refdef.view.cullface_back);
1945 GL_Color(1, 1, 1, 1);
1946 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1947 GL_BlendFunc(GL_ONE, GL_ZERO);
1948 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
1949 r_shadow_usingshadowmap2d = false;
1950 r_shadow_usingshadowmaportho = false;
1951 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
1954 void R_Shadow_ClearStencil(void)
1956 GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
1957 r_refdef.stats.lights_clears++;
1960 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
1962 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
1963 if (r_shadow_rendermode == mode)
1965 R_Shadow_RenderMode_Reset();
1966 GL_DepthFunc(GL_LESS);
1967 GL_ColorMask(0, 0, 0, 0);
1968 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1969 GL_CullFace(GL_NONE);
1970 R_SetupShader_DepthOrShadow();
1971 r_shadow_rendermode = mode;
1976 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
1977 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
1978 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
1980 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
1981 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
1982 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
1987 static void R_Shadow_MakeVSDCT(void)
1989 // maps to a 2x3 texture rectangle with normalized coordinates
1994 // stores abs(dir.xy), offset.xy/2.5
1995 unsigned char data[4*6] =
1997 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
1998 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
1999 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2000 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2001 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2002 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2004 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2007 static void R_Shadow_MakeShadowMap(int side, int size)
2009 switch (r_shadow_shadowmode)
2011 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2012 if (r_shadow_shadowmap2dtexture) return;
2013 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2014 r_shadow_shadowmap2dcolortexture = NULL;
2015 switch(vid.renderpath)
2018 case RENDERPATH_D3D9:
2019 r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2020 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2024 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2032 // render depth into the fbo, do not render color at all
2033 // validate the fbo now
2037 qglDrawBuffer(GL_NONE);CHECKGLERROR
2038 qglReadBuffer(GL_NONE);CHECKGLERROR
2039 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2040 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2042 Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2043 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2044 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2049 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2051 float nearclip, farclip, bias;
2052 r_viewport_t viewport;
2055 float clearcolor[4];
2056 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2058 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2059 r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2060 r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2061 r_shadow_shadowmapside = side;
2062 r_shadow_shadowmapsize = size;
2064 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2065 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2066 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2067 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2069 // complex unrolled cube approach (more flexible)
2070 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2071 R_Shadow_MakeVSDCT();
2072 if (!r_shadow_shadowmap2dtexture)
2073 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2074 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2075 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2076 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2077 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2079 R_Mesh_ResetTextureState();
2080 R_Mesh_ResetRenderTargets();
2081 R_Shadow_RenderMode_Reset();
2084 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2085 R_SetupShader_DepthOrShadow();
2088 R_SetupShader_ShowDepth();
2089 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2094 R_SetViewport(&viewport);
2095 flipped = (side & 1) ^ (side >> 2);
2096 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2097 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2098 switch(vid.renderpath)
2100 case RENDERPATH_GL11:
2101 case RENDERPATH_GL13:
2102 case RENDERPATH_GL20:
2103 case RENDERPATH_CGGL:
2104 GL_CullFace(r_refdef.view.cullface_back);
2105 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2106 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2108 // get tightest scissor rectangle that encloses all viewports in the clear mask
2109 int x1 = clear & 0x15 ? 0 : size;
2110 int x2 = clear & 0x2A ? 2 * size : size;
2111 int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2112 int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2113 GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2114 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2116 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2118 case RENDERPATH_D3D9:
2119 Vector4Set(clearcolor, 1,1,1,1);
2120 // completely different meaning than in OpenGL path
2121 r_shadow_shadowmap_parameters[1] = 0;
2122 r_shadow_shadowmap_parameters[3] = -bias;
2123 // we invert the cull mode because we flip the projection matrix
2124 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2125 GL_CullFace(r_refdef.view.cullface_front);
2126 // D3D considers it an error to use a scissor larger than the viewport... clear just this view
2127 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2128 if (r_shadow_shadowmapsampler)
2130 GL_ColorMask(0,0,0,0);
2132 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2136 GL_ColorMask(1,1,1,1);
2138 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2141 case RENDERPATH_D3D10:
2142 case RENDERPATH_D3D11:
2143 // D3D considers it an error to use a scissor larger than the viewport... clear just this view
2144 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2145 GL_ColorMask(0,0,0,0);
2147 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2152 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2154 R_Mesh_ResetTextureState();
2155 R_Mesh_ResetRenderTargets();
2158 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2159 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2160 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2161 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2163 R_Shadow_RenderMode_Reset();
2164 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2166 GL_DepthFunc(GL_EQUAL);
2167 // do global setup needed for the chosen lighting mode
2168 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2169 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2170 r_shadow_usingshadowmap2d = shadowmapping;
2171 r_shadow_rendermode = r_shadow_lightingrendermode;
2172 // only draw light where this geometry was already rendered AND the
2173 // stencil is 128 (values other than this mean shadow)
2175 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2177 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2180 static const unsigned short bboxelements[36] =
2190 static const float bboxpoints[8][3] =
2202 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2205 float vertex3f[8*3];
2206 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2207 // do global setup needed for the chosen lighting mode
2208 R_Shadow_RenderMode_Reset();
2209 r_shadow_rendermode = r_shadow_lightingrendermode;
2210 R_EntityMatrix(&identitymatrix);
2211 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2212 // only draw light where this geometry was already rendered AND the
2213 // stencil is 128 (values other than this mean shadow)
2214 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2215 R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2217 r_shadow_usingshadowmap2d = shadowmapping;
2219 // render the lighting
2220 R_SetupShader_DeferredLight(rsurface.rtlight);
2221 for (i = 0;i < 8;i++)
2222 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2223 GL_ColorMask(1,1,1,1);
2224 GL_DepthMask(false);
2225 GL_DepthRange(0, 1);
2226 GL_PolygonOffset(0, 0);
2228 GL_DepthFunc(GL_GREATER);
2229 GL_CullFace(r_refdef.view.cullface_back);
2230 R_Mesh_PrepareVertices_Position_Arrays(8, vertex3f);
2231 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2234 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2236 R_Shadow_RenderMode_Reset();
2237 GL_BlendFunc(GL_ONE, GL_ONE);
2238 GL_DepthRange(0, 1);
2239 GL_DepthTest(r_showshadowvolumes.integer < 2);
2240 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2241 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2242 GL_CullFace(GL_NONE);
2243 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2246 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2248 R_Shadow_RenderMode_Reset();
2249 GL_BlendFunc(GL_ONE, GL_ONE);
2250 GL_DepthRange(0, 1);
2251 GL_DepthTest(r_showlighting.integer < 2);
2252 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2254 GL_DepthFunc(GL_EQUAL);
2255 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2256 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2259 void R_Shadow_RenderMode_End(void)
2261 R_Shadow_RenderMode_Reset();
2262 R_Shadow_RenderMode_ActiveLight(NULL);
2264 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2265 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2268 int bboxedges[12][2] =
2287 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2289 int i, ix1, iy1, ix2, iy2;
2290 float x1, y1, x2, y2;
2292 float vertex[20][3];
2301 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2302 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2303 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2304 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2306 if (!r_shadow_scissor.integer)
2309 // if view is inside the light box, just say yes it's visible
2310 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
2313 x1 = y1 = x2 = y2 = 0;
2315 // transform all corners that are infront of the nearclip plane
2316 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
2317 plane4f[3] = r_refdef.view.frustum[4].dist;
2319 for (i = 0;i < 8;i++)
2321 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
2322 dist[i] = DotProduct4(corner[i], plane4f);
2323 sign[i] = dist[i] > 0;
2326 VectorCopy(corner[i], vertex[numvertices]);
2330 // if some points are behind the nearclip, add clipped edge points to make
2331 // sure that the scissor boundary is complete
2332 if (numvertices > 0 && numvertices < 8)
2334 // add clipped edge points
2335 for (i = 0;i < 12;i++)
2337 j = bboxedges[i][0];
2338 k = bboxedges[i][1];
2339 if (sign[j] != sign[k])
2341 f = dist[j] / (dist[j] - dist[k]);
2342 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
2348 // if we have no points to check, the light is behind the view plane
2352 // if we have some points to transform, check what screen area is covered
2353 x1 = y1 = x2 = y2 = 0;
2355 //Con_Printf("%i vertices to transform...\n", numvertices);
2356 for (i = 0;i < numvertices;i++)
2358 VectorCopy(vertex[i], v);
2359 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
2360 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
2363 if (x1 > v2[0]) x1 = v2[0];
2364 if (x2 < v2[0]) x2 = v2[0];
2365 if (y1 > v2[1]) y1 = v2[1];
2366 if (y2 < v2[1]) y2 = v2[1];
2375 // now convert the scissor rectangle to integer screen coordinates
2376 ix1 = (int)(x1 - 1.0f);
2377 //iy1 = vid.height - (int)(y2 - 1.0f);
2378 //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
2379 iy1 = (int)(y1 - 1.0f);
2380 ix2 = (int)(x2 + 1.0f);
2381 //iy2 = vid.height - (int)(y1 + 1.0f);
2382 //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
2383 iy2 = (int)(y2 + 1.0f);
2384 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
2386 // clamp it to the screen
2387 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
2388 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
2389 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
2390 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
2392 // if it is inside out, it's not visible
2393 if (ix2 <= ix1 || iy2 <= iy1)
2396 // the light area is visible, set up the scissor rectangle
2397 r_shadow_lightscissor[0] = ix1;
2398 r_shadow_lightscissor[1] = iy1;
2399 r_shadow_lightscissor[2] = ix2 - ix1;
2400 r_shadow_lightscissor[3] = iy2 - iy1;
2402 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
2403 switch(vid.renderpath)
2405 case RENDERPATH_D3D9:
2406 case RENDERPATH_D3D10:
2407 case RENDERPATH_D3D11:
2408 r_shadow_lightscissor[1] = vid.height - r_shadow_lightscissor[1] - r_shadow_lightscissor[3];
2410 case RENDERPATH_GL11:
2411 case RENDERPATH_GL13:
2412 case RENDERPATH_GL20:
2413 case RENDERPATH_CGGL:
2417 r_refdef.stats.lights_scissored++;
2421 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2424 const float *vertex3f;
2425 const float *normal3f;
2427 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2428 switch (r_shadow_rendermode)
2430 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2431 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2432 if (VectorLength2(diffusecolor) > 0)
2434 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
2436 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2437 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2438 if ((dot = DotProduct(n, v)) < 0)
2440 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2441 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2444 VectorCopy(ambientcolor, color4f);
2445 if (r_refdef.fogenabled)
2448 f = RSurf_FogVertex(vertex3f);
2449 VectorScale(color4f, f, color4f);
2456 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2458 VectorCopy(ambientcolor, color4f);
2459 if (r_refdef.fogenabled)
2462 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2463 f = RSurf_FogVertex(vertex3f);
2464 VectorScale(color4f + 4*i, f, color4f);
2470 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2471 if (VectorLength2(diffusecolor) > 0)
2473 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
2475 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2476 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2478 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2479 if ((dot = DotProduct(n, v)) < 0)
2481 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2482 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2483 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2484 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2488 color4f[0] = ambientcolor[0] * distintensity;
2489 color4f[1] = ambientcolor[1] * distintensity;
2490 color4f[2] = ambientcolor[2] * distintensity;
2492 if (r_refdef.fogenabled)
2495 f = RSurf_FogVertex(vertex3f);
2496 VectorScale(color4f, f, color4f);
2500 VectorClear(color4f);
2506 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2508 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2509 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2511 color4f[0] = ambientcolor[0] * distintensity;
2512 color4f[1] = ambientcolor[1] * distintensity;
2513 color4f[2] = ambientcolor[2] * distintensity;
2514 if (r_refdef.fogenabled)
2517 f = RSurf_FogVertex(vertex3f);
2518 VectorScale(color4f, f, color4f);
2522 VectorClear(color4f);
2527 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2528 if (VectorLength2(diffusecolor) > 0)
2530 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
2532 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2533 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2535 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2536 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2537 if ((dot = DotProduct(n, v)) < 0)
2539 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2540 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2541 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2542 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2546 color4f[0] = ambientcolor[0] * distintensity;
2547 color4f[1] = ambientcolor[1] * distintensity;
2548 color4f[2] = ambientcolor[2] * distintensity;
2550 if (r_refdef.fogenabled)
2553 f = RSurf_FogVertex(vertex3f);
2554 VectorScale(color4f, f, color4f);
2558 VectorClear(color4f);
2564 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2566 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2567 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2569 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2570 color4f[0] = ambientcolor[0] * distintensity;
2571 color4f[1] = ambientcolor[1] * distintensity;
2572 color4f[2] = ambientcolor[2] * distintensity;
2573 if (r_refdef.fogenabled)
2576 f = RSurf_FogVertex(vertex3f);
2577 VectorScale(color4f, f, color4f);
2581 VectorClear(color4f);
2591 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
2593 // used to display how many times a surface is lit for level design purposes
2594 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
2595 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
2599 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
2601 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2602 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
2603 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2604 GL_DepthFunc(GL_EQUAL);
2606 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2607 GL_DepthFunc(GL_LEQUAL);
2610 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2617 int newnumtriangles;
2621 int maxtriangles = 4096;
2622 static int newelements[4096*3];
2623 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
2624 for (renders = 0;renders < 4;renders++)
2629 newnumtriangles = 0;
2631 // due to low fillrate on the cards this vertex lighting path is
2632 // designed for, we manually cull all triangles that do not
2633 // contain a lit vertex
2634 // this builds batches of triangles from multiple surfaces and
2635 // renders them at once
2636 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2638 if (VectorLength2(rsurface.array_passcolor4f + e[0] * 4) + VectorLength2(rsurface.array_passcolor4f + e[1] * 4) + VectorLength2(rsurface.array_passcolor4f + e[2] * 4) >= 0.01)
2640 if (newnumtriangles)
2642 newfirstvertex = min(newfirstvertex, e[0]);
2643 newlastvertex = max(newlastvertex, e[0]);
2647 newfirstvertex = e[0];
2648 newlastvertex = e[0];
2650 newfirstvertex = min(newfirstvertex, e[1]);
2651 newlastvertex = max(newlastvertex, e[1]);
2652 newfirstvertex = min(newfirstvertex, e[2]);
2653 newlastvertex = max(newlastvertex, e[2]);
2659 if (newnumtriangles >= maxtriangles)
2661 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
2662 newnumtriangles = 0;
2668 if (newnumtriangles >= 1)
2670 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
2673 // if we couldn't find any lit triangles, exit early
2676 // now reduce the intensity for the next overbright pass
2677 // we have to clamp to 0 here incase the drivers have improper
2678 // handling of negative colors
2679 // (some old drivers even have improper handling of >1 color)
2681 for (i = 0, c = rsurface.array_passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2683 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2685 c[0] = max(0, c[0] - 1);
2686 c[1] = max(0, c[1] - 1);
2687 c[2] = max(0, c[2] - 1);
2699 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
2701 // OpenGL 1.1 path (anything)
2702 float ambientcolorbase[3], diffusecolorbase[3];
2703 float ambientcolorpants[3], diffusecolorpants[3];
2704 float ambientcolorshirt[3], diffusecolorshirt[3];
2705 const float *surfacecolor = rsurface.texture->dlightcolor;
2706 const float *surfacepants = rsurface.colormap_pantscolor;
2707 const float *surfaceshirt = rsurface.colormap_shirtcolor;
2708 rtexture_t *basetexture = rsurface.texture->basetexture;
2709 rtexture_t *pantstexture = rsurface.texture->pantstexture;
2710 rtexture_t *shirttexture = rsurface.texture->shirttexture;
2711 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2712 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2713 ambientscale *= 2 * r_refdef.view.colorscale;
2714 diffusescale *= 2 * r_refdef.view.colorscale;
2715 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2716 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2717 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2718 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2719 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2720 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2721 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD, texturenumsurfaces, texturesurfacelist);
2722 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2723 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
2724 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2725 R_Mesh_TexBind(0, basetexture);
2726 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2727 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2728 switch(r_shadow_rendermode)
2730 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2731 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
2732 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2733 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2734 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2736 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2737 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
2738 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2739 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2740 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2742 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2743 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
2744 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2745 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2746 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2748 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2753 //R_Mesh_TexBind(0, basetexture);
2754 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
2757 R_Mesh_TexBind(0, pantstexture);
2758 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
2762 R_Mesh_TexBind(0, shirttexture);
2763 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
2767 extern cvar_t gl_lightmaps;
2768 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
2770 float ambientscale, diffusescale, specularscale;
2772 float lightcolor[3];
2773 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2774 ambientscale = rsurface.rtlight->ambientscale;
2775 diffusescale = rsurface.rtlight->diffusescale;
2776 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2777 if (!r_shadow_usenormalmap.integer)
2779 ambientscale += 1.0f * diffusescale;
2783 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2785 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2788 VectorNegate(lightcolor, lightcolor);
2789 switch(vid.renderpath)
2791 case RENDERPATH_GL11:
2792 case RENDERPATH_GL13:
2793 case RENDERPATH_GL20:
2794 case RENDERPATH_CGGL:
2795 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2797 case RENDERPATH_D3D9:
2799 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
2802 case RENDERPATH_D3D10:
2803 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2805 case RENDERPATH_D3D11:
2806 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2810 RSurf_SetupDepthAndCulling();
2811 switch (r_shadow_rendermode)
2813 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2814 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2815 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
2817 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2818 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
2820 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2821 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2822 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2823 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2824 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
2827 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2832 switch(vid.renderpath)
2834 case RENDERPATH_GL11:
2835 case RENDERPATH_GL13:
2836 case RENDERPATH_GL20:
2837 case RENDERPATH_CGGL:
2838 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2840 case RENDERPATH_D3D9:
2842 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
2845 case RENDERPATH_D3D10:
2846 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2848 case RENDERPATH_D3D11:
2849 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2855 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2857 matrix4x4_t tempmatrix = *matrix;
2858 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2860 // if this light has been compiled before, free the associated data
2861 R_RTLight_Uncompile(rtlight);
2863 // clear it completely to avoid any lingering data
2864 memset(rtlight, 0, sizeof(*rtlight));
2866 // copy the properties
2867 rtlight->matrix_lighttoworld = tempmatrix;
2868 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2869 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2870 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2871 VectorCopy(color, rtlight->color);
2872 rtlight->cubemapname[0] = 0;
2873 if (cubemapname && cubemapname[0])
2874 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2875 rtlight->shadow = shadow;
2876 rtlight->corona = corona;
2877 rtlight->style = style;
2878 rtlight->isstatic = isstatic;
2879 rtlight->coronasizescale = coronasizescale;
2880 rtlight->ambientscale = ambientscale;
2881 rtlight->diffusescale = diffusescale;
2882 rtlight->specularscale = specularscale;
2883 rtlight->flags = flags;
2885 // compute derived data
2886 //rtlight->cullradius = rtlight->radius;
2887 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2888 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2889 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2890 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2891 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2892 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2893 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2896 // compiles rtlight geometry
2897 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2898 void R_RTLight_Compile(rtlight_t *rtlight)
2901 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
2902 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
2903 entity_render_t *ent = r_refdef.scene.worldentity;
2904 dp_model_t *model = r_refdef.scene.worldmodel;
2905 unsigned char *data;
2908 // compile the light
2909 rtlight->compiled = true;
2910 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
2911 rtlight->static_numleafs = 0;
2912 rtlight->static_numleafpvsbytes = 0;
2913 rtlight->static_leaflist = NULL;
2914 rtlight->static_leafpvs = NULL;
2915 rtlight->static_numsurfaces = 0;
2916 rtlight->static_surfacelist = NULL;
2917 rtlight->static_shadowmap_receivers = 0x3F;
2918 rtlight->static_shadowmap_casters = 0x3F;
2919 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2920 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2921 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2922 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2923 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2924 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2926 if (model && model->GetLightInfo)
2928 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
2929 r_shadow_compilingrtlight = rtlight;
2930 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
2931 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2932 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
2933 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
2934 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
2935 rtlight->static_numsurfaces = numsurfaces;
2936 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2937 rtlight->static_numleafs = numleafs;
2938 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2939 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2940 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2941 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
2942 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
2943 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
2944 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
2945 if (rtlight->static_numsurfaces)
2946 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2947 if (rtlight->static_numleafs)
2948 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2949 if (rtlight->static_numleafpvsbytes)
2950 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2951 if (rtlight->static_numshadowtrispvsbytes)
2952 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
2953 if (rtlight->static_numlighttrispvsbytes)
2954 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
2955 switch (rtlight->shadowmode)
2957 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2958 if (model->CompileShadowMap && rtlight->shadow)
2959 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2962 if (model->CompileShadowVolume && rtlight->shadow)
2963 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2966 // now we're done compiling the rtlight
2967 r_shadow_compilingrtlight = NULL;
2971 // use smallest available cullradius - box radius or light radius
2972 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2973 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2975 shadowzpasstris = 0;
2976 if (rtlight->static_meshchain_shadow_zpass)
2977 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
2978 shadowzpasstris += mesh->numtriangles;
2980 shadowzfailtris = 0;
2981 if (rtlight->static_meshchain_shadow_zfail)
2982 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
2983 shadowzfailtris += mesh->numtriangles;
2986 if (rtlight->static_numlighttrispvsbytes)
2987 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
2988 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
2992 if (rtlight->static_numlighttrispvsbytes)
2993 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
2994 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
2997 if (developer_extra.integer)
2998 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3001 void R_RTLight_Uncompile(rtlight_t *rtlight)
3003 if (rtlight->compiled)
3005 if (rtlight->static_meshchain_shadow_zpass)
3006 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3007 rtlight->static_meshchain_shadow_zpass = NULL;
3008 if (rtlight->static_meshchain_shadow_zfail)
3009 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3010 rtlight->static_meshchain_shadow_zfail = NULL;
3011 if (rtlight->static_meshchain_shadow_shadowmap)
3012 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3013 rtlight->static_meshchain_shadow_shadowmap = NULL;
3014 // these allocations are grouped
3015 if (rtlight->static_surfacelist)
3016 Mem_Free(rtlight->static_surfacelist);
3017 rtlight->static_numleafs = 0;
3018 rtlight->static_numleafpvsbytes = 0;
3019 rtlight->static_leaflist = NULL;
3020 rtlight->static_leafpvs = NULL;
3021 rtlight->static_numsurfaces = 0;
3022 rtlight->static_surfacelist = NULL;
3023 rtlight->static_numshadowtrispvsbytes = 0;
3024 rtlight->static_shadowtrispvs = NULL;
3025 rtlight->static_numlighttrispvsbytes = 0;
3026 rtlight->static_lighttrispvs = NULL;
3027 rtlight->compiled = false;
3031 void R_Shadow_UncompileWorldLights(void)
3035 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3036 for (lightindex = 0;lightindex < range;lightindex++)
3038 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3041 R_RTLight_Uncompile(&light->rtlight);
3045 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3049 // reset the count of frustum planes
3050 // see rtlight->cached_frustumplanes definition for how much this array
3052 rtlight->cached_numfrustumplanes = 0;
3054 // haven't implemented a culling path for ortho rendering
3055 if (!r_refdef.view.useperspective)
3057 // check if the light is on screen and copy the 4 planes if it is
3058 for (i = 0;i < 4;i++)
3059 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3062 for (i = 0;i < 4;i++)
3063 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3068 // generate a deformed frustum that includes the light origin, this is
3069 // used to cull shadow casting surfaces that can not possibly cast a
3070 // shadow onto the visible light-receiving surfaces, which can be a
3073 // if the light origin is onscreen the result will be 4 planes exactly
3074 // if the light origin is offscreen on only one axis the result will
3075 // be exactly 5 planes (split-side case)
3076 // if the light origin is offscreen on two axes the result will be
3077 // exactly 4 planes (stretched corner case)
3078 for (i = 0;i < 4;i++)
3080 // quickly reject standard frustum planes that put the light
3081 // origin outside the frustum
3082 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3085 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3087 // if all the standard frustum planes were accepted, the light is onscreen
3088 // otherwise we need to generate some more planes below...
3089 if (rtlight->cached_numfrustumplanes < 4)
3091 // at least one of the stock frustum planes failed, so we need to
3092 // create one or two custom planes to enclose the light origin
3093 for (i = 0;i < 4;i++)
3095 // create a plane using the view origin and light origin, and a
3096 // single point from the frustum corner set
3097 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3098 VectorNormalize(plane.normal);
3099 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3100 // see if this plane is backwards and flip it if so
3101 for (j = 0;j < 4;j++)
3102 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3106 VectorNegate(plane.normal, plane.normal);
3108 // flipped plane, test again to see if it is now valid
3109 for (j = 0;j < 4;j++)
3110 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3112 // if the plane is still not valid, then it is dividing the
3113 // frustum and has to be rejected
3117 // we have created a valid plane, compute extra info
3118 PlaneClassify(&plane);
3120 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3122 // if we've found 5 frustum planes then we have constructed a
3123 // proper split-side case and do not need to keep searching for
3124 // planes to enclose the light origin
3125 if (rtlight->cached_numfrustumplanes == 5)
3133 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3135 plane = rtlight->cached_frustumplanes[i];
3136 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
3141 // now add the light-space box planes if the light box is rotated, as any
3142 // caster outside the oriented light box is irrelevant (even if it passed
3143 // the worldspace light box, which is axial)
3144 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3146 for (i = 0;i < 6;i++)
3150 v[i >> 1] = (i & 1) ? -1 : 1;
3151 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3152 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3153 plane.dist = VectorNormalizeLength(plane.normal);
3154 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3155 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3161 // add the world-space reduced box planes
3162 for (i = 0;i < 6;i++)
3164 VectorClear(plane.normal);
3165 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3166 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3167 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3176 // reduce all plane distances to tightly fit the rtlight cull box, which
3178 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3179 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3180 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3181 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3182 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3183 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3184 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3185 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3186 oldnum = rtlight->cached_numfrustumplanes;
3187 rtlight->cached_numfrustumplanes = 0;
3188 for (j = 0;j < oldnum;j++)
3190 // find the nearest point on the box to this plane
3191 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3192 for (i = 1;i < 8;i++)
3194 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3195 if (bestdist > dist)
3198 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3199 // if the nearest point is near or behind the plane, we want this
3200 // plane, otherwise the plane is useless as it won't cull anything
3201 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3203 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3204 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3211 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3215 RSurf_ActiveWorldEntity();
3217 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3220 GL_CullFace(GL_NONE);
3221 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3222 for (;mesh;mesh = mesh->next)
3224 if (!mesh->sidetotals[r_shadow_shadowmapside])
3226 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3227 R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer);
3228 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3232 else if (r_refdef.scene.worldentity->model)
3233 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3235 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3238 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3240 qboolean zpass = false;
3243 int surfacelistindex;
3244 msurface_t *surface;
3246 RSurf_ActiveWorldEntity();
3248 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3251 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3253 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3254 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3256 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3257 for (;mesh;mesh = mesh->next)
3259 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3260 R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer);
3261 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3263 // increment stencil if frontface is infront of depthbuffer
3264 GL_CullFace(r_refdef.view.cullface_back);
3265 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3266 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3267 // decrement stencil if backface is infront of depthbuffer
3268 GL_CullFace(r_refdef.view.cullface_front);
3269 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3271 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3273 // decrement stencil if backface is behind depthbuffer
3274 GL_CullFace(r_refdef.view.cullface_front);
3275 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3276 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3277 // increment stencil if frontface is behind depthbuffer
3278 GL_CullFace(r_refdef.view.cullface_back);
3279 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3281 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3285 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3287 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3288 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3289 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3291 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3292 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3293 if (CHECKPVSBIT(trispvs, t))
3294 shadowmarklist[numshadowmark++] = t;
3296 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3298 else if (numsurfaces)
3299 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3301 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3304 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3306 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3307 vec_t relativeshadowradius;
3308 RSurf_ActiveModelEntity(ent, false, false, false);
3309 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3310 // we need to re-init the shader for each entity because the matrix changed
3311 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3312 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3313 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3314 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3315 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3316 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3317 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3318 switch (r_shadow_rendermode)
3320 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3321 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3324 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3327 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3330 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3332 // set up properties for rendering light onto this entity
3333 RSurf_ActiveModelEntity(ent, true, true, false);
3334 GL_AlphaTest(false);
3335 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3336 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3337 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3338 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3341 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3343 if (!r_refdef.scene.worldmodel->DrawLight)
3346 // set up properties for rendering light onto this entity
3347 RSurf_ActiveWorldEntity();
3348 GL_AlphaTest(false);
3349 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3350 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3351 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3352 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3354 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3356 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3359 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3361 dp_model_t *model = ent->model;
3362 if (!model->DrawLight)
3365 R_Shadow_SetupEntityLight(ent);
3367 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3369 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3372 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3376 int numleafs, numsurfaces;
3377 int *leaflist, *surfacelist;
3378 unsigned char *leafpvs;
3379 unsigned char *shadowtrispvs;
3380 unsigned char *lighttrispvs;
3381 //unsigned char *surfacesides;
3382 int numlightentities;
3383 int numlightentities_noselfshadow;
3384 int numshadowentities;
3385 int numshadowentities_noselfshadow;
3386 static entity_render_t *lightentities[MAX_EDICTS];
3387 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3388 static entity_render_t *shadowentities[MAX_EDICTS];
3389 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3392 rtlight->draw = false;
3394 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3395 // skip lights that are basically invisible (color 0 0 0)
3396 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3398 // loading is done before visibility checks because loading should happen
3399 // all at once at the start of a level, not when it stalls gameplay.
3400 // (especially important to benchmarks)
3402 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3404 if (rtlight->compiled)
3405 R_RTLight_Uncompile(rtlight);
3406 R_RTLight_Compile(rtlight);
3410 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3412 // look up the light style value at this time
3413 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3414 VectorScale(rtlight->color, f, rtlight->currentcolor);
3416 if (rtlight->selected)
3418 f = 2 + sin(realtime * M_PI * 4.0);
3419 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3423 // if lightstyle is currently off, don't draw the light
3424 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3427 // skip processing on corona-only lights
3431 // if the light box is offscreen, skip it
3432 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3435 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3436 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3438 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3440 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3442 // compiled light, world available and can receive realtime lighting
3443 // retrieve leaf information
3444 numleafs = rtlight->static_numleafs;
3445 leaflist = rtlight->static_leaflist;
3446 leafpvs = rtlight->static_leafpvs;
3447 numsurfaces = rtlight->static_numsurfaces;
3448 surfacelist = rtlight->static_surfacelist;
3449 //surfacesides = NULL;
3450 shadowtrispvs = rtlight->static_shadowtrispvs;
3451 lighttrispvs = rtlight->static_lighttrispvs;
3453 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3455 // dynamic light, world available and can receive realtime lighting
3456 // calculate lit surfaces and leafs
3457 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
3458 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3459 leaflist = r_shadow_buffer_leaflist;
3460 leafpvs = r_shadow_buffer_leafpvs;
3461 surfacelist = r_shadow_buffer_surfacelist;
3462 //surfacesides = r_shadow_buffer_surfacesides;
3463 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3464 lighttrispvs = r_shadow_buffer_lighttrispvs;
3465 // if the reduced leaf bounds are offscreen, skip it
3466 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3477 //surfacesides = NULL;
3478 shadowtrispvs = NULL;
3479 lighttrispvs = NULL;
3481 // check if light is illuminating any visible leafs
3484 for (i = 0;i < numleafs;i++)
3485 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3491 // make a list of lit entities and shadow casting entities
3492 numlightentities = 0;
3493 numlightentities_noselfshadow = 0;
3494 numshadowentities = 0;
3495 numshadowentities_noselfshadow = 0;
3497 // add dynamic entities that are lit by the light
3498 for (i = 0;i < r_refdef.scene.numentities;i++)
3501 entity_render_t *ent = r_refdef.scene.entities[i];
3503 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3505 // skip the object entirely if it is not within the valid
3506 // shadow-casting region (which includes the lit region)
3507 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3509 if (!(model = ent->model))
3511 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3513 // this entity wants to receive light, is visible, and is
3514 // inside the light box
3515 // TODO: check if the surfaces in the model can receive light
3516 // so now check if it's in a leaf seen by the light
3517 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3519 if (ent->flags & RENDER_NOSELFSHADOW)
3520 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3522 lightentities[numlightentities++] = ent;
3523 // since it is lit, it probably also casts a shadow...
3524 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3525 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3526 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3528 // note: exterior models without the RENDER_NOSELFSHADOW
3529 // flag still create a RENDER_NOSELFSHADOW shadow but
3530 // are lit normally, this means that they are
3531 // self-shadowing but do not shadow other
3532 // RENDER_NOSELFSHADOW entities such as the gun
3533 // (very weird, but keeps the player shadow off the gun)
3534 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3535 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3537 shadowentities[numshadowentities++] = ent;
3540 else if (ent->flags & RENDER_SHADOW)
3542 // this entity is not receiving light, but may still need to
3544 // TODO: check if the surfaces in the model can cast shadow
3545 // now check if it is in a leaf seen by the light
3546 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3548 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3549 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3550 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3552 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3553 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3555 shadowentities[numshadowentities++] = ent;
3560 // return if there's nothing at all to light
3561 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3564 // count this light in the r_speeds
3565 r_refdef.stats.lights++;
3567 // flag it as worth drawing later
3568 rtlight->draw = true;
3570 // cache all the animated entities that cast a shadow but are not visible
3571 for (i = 0;i < numshadowentities;i++)
3572 if (!shadowentities[i]->animcache_vertex3f)
3573 R_AnimCache_GetEntity(shadowentities[i], false, false);
3574 for (i = 0;i < numshadowentities_noselfshadow;i++)
3575 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3576 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3578 // allocate some temporary memory for rendering this light later in the frame
3579 // reusable buffers need to be copied, static data can be used as-is
3580 rtlight->cached_numlightentities = numlightentities;
3581 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
3582 rtlight->cached_numshadowentities = numshadowentities;
3583 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3584 rtlight->cached_numsurfaces = numsurfaces;
3585 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3586 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3587 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3588 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3589 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3591 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3592 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3593 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3594 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3595 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3599 // compiled light data
3600 rtlight->cached_shadowtrispvs = shadowtrispvs;
3601 rtlight->cached_lighttrispvs = lighttrispvs;
3602 rtlight->cached_surfacelist = surfacelist;
3606 void R_Shadow_DrawLight(rtlight_t *rtlight)
3610 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3611 int numlightentities;
3612 int numlightentities_noselfshadow;
3613 int numshadowentities;
3614 int numshadowentities_noselfshadow;
3615 entity_render_t **lightentities;
3616 entity_render_t **lightentities_noselfshadow;
3617 entity_render_t **shadowentities;
3618 entity_render_t **shadowentities_noselfshadow;
3620 static unsigned char entitysides[MAX_EDICTS];
3621 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3622 vec3_t nearestpoint;
3624 qboolean castshadows;
3627 // check if we cached this light this frame (meaning it is worth drawing)
3631 // if R_FrameData_Store ran out of space we skip anything dependent on it
3632 if (r_framedata_failed)
3635 numlightentities = rtlight->cached_numlightentities;
3636 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3637 numshadowentities = rtlight->cached_numshadowentities;
3638 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3639 numsurfaces = rtlight->cached_numsurfaces;
3640 lightentities = rtlight->cached_lightentities;
3641 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3642 shadowentities = rtlight->cached_shadowentities;
3643 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3644 shadowtrispvs = rtlight->cached_shadowtrispvs;
3645 lighttrispvs = rtlight->cached_lighttrispvs;
3646 surfacelist = rtlight->cached_surfacelist;
3648 // set up a scissor rectangle for this light
3649 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3652 // don't let sound skip if going slow
3653 if (r_refdef.scene.extraupdate)
3656 // make this the active rtlight for rendering purposes
3657 R_Shadow_RenderMode_ActiveLight(rtlight);
3659 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3661 // optionally draw visible shape of the shadow volumes
3662 // for performance analysis by level designers
3663 R_Shadow_RenderMode_VisibleShadowVolumes();
3665 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3666 for (i = 0;i < numshadowentities;i++)
3667 R_Shadow_DrawEntityShadow(shadowentities[i]);
3668 for (i = 0;i < numshadowentities_noselfshadow;i++)
3669 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3670 R_Shadow_RenderMode_VisibleLighting(false, false);
3673 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3675 // optionally draw the illuminated areas
3676 // for performance analysis by level designers
3677 R_Shadow_RenderMode_VisibleLighting(false, false);
3679 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3680 for (i = 0;i < numlightentities;i++)
3681 R_Shadow_DrawEntityLight(lightentities[i]);
3682 for (i = 0;i < numlightentities_noselfshadow;i++)
3683 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3686 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3688 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3689 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3690 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3691 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3693 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3694 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3695 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3697 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
3703 int receivermask = 0;
3704 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3705 Matrix4x4_Abs(&radiustolight);
3707 r_shadow_shadowmaplod = 0;
3708 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3709 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3710 r_shadow_shadowmaplod = i;
3712 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3714 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3716 surfacesides = NULL;
3719 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3721 castermask = rtlight->static_shadowmap_casters;
3722 receivermask = rtlight->static_shadowmap_receivers;
3726 surfacesides = r_shadow_buffer_surfacesides;
3727 for(i = 0;i < numsurfaces;i++)
3729 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3730 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3731 castermask |= surfacesides[i];
3732 receivermask |= surfacesides[i];
3736 if (receivermask < 0x3F)
3738 for (i = 0;i < numlightentities;i++)
3739 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3740 if (receivermask < 0x3F)
3741 for(i = 0; i < numlightentities_noselfshadow;i++)
3742 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3745 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3749 for (i = 0;i < numshadowentities;i++)
3750 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3751 for (i = 0;i < numshadowentities_noselfshadow;i++)
3752 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3755 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3757 // render shadow casters into 6 sided depth texture
3758 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3760 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
3761 if (! (castermask & (1 << side))) continue;
3763 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3764 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3765 R_Shadow_DrawEntityShadow(shadowentities[i]);
3768 if (numlightentities_noselfshadow)
3770 // render lighting using the depth texture as shadowmap
3771 // draw lighting in the unmasked areas
3772 R_Shadow_RenderMode_Lighting(false, false, true);
3773 for (i = 0;i < numlightentities_noselfshadow;i++)
3774 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3777 // render shadow casters into 6 sided depth texture
3778 if (numshadowentities_noselfshadow)
3780 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3782 R_Shadow_RenderMode_ShadowMap(side, 0, size);
3783 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3784 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3788 // render lighting using the depth texture as shadowmap
3789 // draw lighting in the unmasked areas
3790 R_Shadow_RenderMode_Lighting(false, false, true);
3791 // draw lighting in the unmasked areas
3793 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3794 for (i = 0;i < numlightentities;i++)
3795 R_Shadow_DrawEntityLight(lightentities[i]);
3797 else if (castshadows && vid.stencil)
3799 // draw stencil shadow volumes to mask off pixels that are in shadow
3800 // so that they won't receive lighting
3801 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3802 R_Shadow_ClearStencil();
3805 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3806 for (i = 0;i < numshadowentities;i++)
3807 R_Shadow_DrawEntityShadow(shadowentities[i]);
3809 // draw lighting in the unmasked areas
3810 R_Shadow_RenderMode_Lighting(true, false, false);
3811 for (i = 0;i < numlightentities_noselfshadow;i++)
3812 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3814 for (i = 0;i < numshadowentities_noselfshadow;i++)
3815 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3817 // draw lighting in the unmasked areas
3818 R_Shadow_RenderMode_Lighting(true, false, false);
3820 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3821 for (i = 0;i < numlightentities;i++)
3822 R_Shadow_DrawEntityLight(lightentities[i]);
3826 // draw lighting in the unmasked areas
3827 R_Shadow_RenderMode_Lighting(false, false, false);
3829 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3830 for (i = 0;i < numlightentities;i++)
3831 R_Shadow_DrawEntityLight(lightentities[i]);
3832 for (i = 0;i < numlightentities_noselfshadow;i++)
3833 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3836 if (r_shadow_usingdeferredprepass)
3838 // when rendering deferred lighting, we simply rasterize the box
3839 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
3840 R_Shadow_RenderMode_DrawDeferredLight(false, true);
3841 else if (castshadows && vid.stencil)
3842 R_Shadow_RenderMode_DrawDeferredLight(true, false);
3844 R_Shadow_RenderMode_DrawDeferredLight(false, false);
3848 static void R_Shadow_FreeDeferred(void)
3850 R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
3851 r_shadow_prepassgeometryfbo = 0;
3853 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingfbo);
3854 r_shadow_prepasslightingfbo = 0;
3856 if (r_shadow_prepassgeometrydepthtexture)
3857 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
3858 r_shadow_prepassgeometrydepthtexture = NULL;
3860 if (r_shadow_prepassgeometrydepthcolortexture)
3861 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
3862 r_shadow_prepassgeometrydepthcolortexture = NULL;
3864 if (r_shadow_prepassgeometrynormalmaptexture)
3865 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
3866 r_shadow_prepassgeometrynormalmaptexture = NULL;
3868 if (r_shadow_prepasslightingdiffusetexture)
3869 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
3870 r_shadow_prepasslightingdiffusetexture = NULL;
3872 if (r_shadow_prepasslightingspeculartexture)
3873 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
3874 r_shadow_prepasslightingspeculartexture = NULL;
3877 void R_Shadow_DrawPrepass(void)
3885 entity_render_t *ent;
3886 float clearcolor[4];
3888 GL_AlphaTest(false);
3889 R_Mesh_ResetTextureState();
3891 GL_ColorMask(1,1,1,1);
3892 GL_BlendFunc(GL_ONE, GL_ZERO);
3895 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
3896 Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
3897 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
3898 if (r_timereport_active)
3899 R_TimeReport("prepasscleargeom");
3901 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
3902 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
3903 if (r_timereport_active)
3904 R_TimeReport("prepassworld");
3906 for (i = 0;i < r_refdef.scene.numentities;i++)
3908 if (!r_refdef.viewcache.entityvisible[i])
3910 ent = r_refdef.scene.entities[i];
3911 if (ent->model && ent->model->DrawPrepass != NULL)
3912 ent->model->DrawPrepass(ent);
3915 if (r_timereport_active)
3916 R_TimeReport("prepassmodels");
3918 GL_DepthMask(false);
3919 GL_ColorMask(1,1,1,1);
3922 R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
3923 Vector4Set(clearcolor, 0, 0, 0, 0);
3924 GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
3925 if (r_timereport_active)
3926 R_TimeReport("prepassclearlit");
3928 R_Shadow_RenderMode_Begin();
3930 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3931 if (r_shadow_debuglight.integer >= 0)
3933 lightindex = r_shadow_debuglight.integer;
3934 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3935 if (light && (light->flags & flag))
3936 R_Shadow_DrawLight(&light->rtlight);
3940 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3941 for (lightindex = 0;lightindex < range;lightindex++)
3943 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3944 if (light && (light->flags & flag))
3945 R_Shadow_DrawLight(&light->rtlight);
3948 if (r_refdef.scene.rtdlight)
3949 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3950 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
3952 R_Mesh_ResetRenderTargets();
3954 R_Shadow_RenderMode_End();
3956 if (r_timereport_active)
3957 R_TimeReport("prepasslights");
3960 void R_Shadow_DrawLightSprites(void);
3961 void R_Shadow_PrepareLights(void)
3971 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
3972 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
3973 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
3974 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
3975 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
3976 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
3977 R_Shadow_FreeShadowMaps();
3979 r_shadow_usingshadowmaportho = false;
3981 switch (vid.renderpath)
3983 case RENDERPATH_GL20:
3984 case RENDERPATH_CGGL:
3985 case RENDERPATH_D3D9:
3986 case RENDERPATH_D3D10:
3987 case RENDERPATH_D3D11:
3988 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
3990 r_shadow_usingdeferredprepass = false;
3991 if (r_shadow_prepass_width)
3992 R_Shadow_FreeDeferred();
3993 r_shadow_prepass_width = r_shadow_prepass_height = 0;
3997 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
3999 R_Shadow_FreeDeferred();
4001 r_shadow_usingdeferredprepass = true;
4002 r_shadow_prepass_width = vid.width;
4003 r_shadow_prepass_height = vid.height;
4004 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4005 switch (vid.renderpath)
4007 case RENDERPATH_D3D9:
4008 r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4013 r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4014 r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4015 r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4017 // set up the geometry pass fbo (depth + normalmap)
4018 r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4019 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4020 // render depth into one texture and normalmap into the other
4021 if (qglDrawBuffersARB)
4023 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4024 qglReadBuffer(GL_NONE);CHECKGLERROR
4025 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4026 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4028 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4029 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4030 r_shadow_usingdeferredprepass = false;
4034 // set up the lighting pass fbo (diffuse + specular)
4035 r_shadow_prepasslightingfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4036 R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4037 // render diffuse into one texture and specular into another,
4038 // with depth and normalmap bound as textures,
4039 // with depth bound as attachment as well
4040 if (qglDrawBuffersARB)
4042 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4043 qglReadBuffer(GL_NONE);CHECKGLERROR
4044 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4045 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4047 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4048 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4049 r_shadow_usingdeferredprepass = false;
4054 case RENDERPATH_GL13:
4055 case RENDERPATH_GL11:
4056 r_shadow_usingdeferredprepass = false;
4060 R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
4062 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4063 if (r_shadow_debuglight.integer >= 0)
4065 lightindex = r_shadow_debuglight.integer;
4066 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4067 if (light && (light->flags & flag))
4068 R_Shadow_PrepareLight(&light->rtlight);
4072 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4073 for (lightindex = 0;lightindex < range;lightindex++)
4075 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4076 if (light && (light->flags & flag))
4077 R_Shadow_PrepareLight(&light->rtlight);
4080 if (r_refdef.scene.rtdlight)
4082 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4083 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4085 else if(gl_flashblend.integer)
4087 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4089 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4090 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4091 VectorScale(rtlight->color, f, rtlight->currentcolor);
4095 if (r_editlights.integer)
4096 R_Shadow_DrawLightSprites();
4099 void R_Shadow_DrawLights(void)
4107 R_Shadow_RenderMode_Begin();
4109 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4110 if (r_shadow_debuglight.integer >= 0)
4112 lightindex = r_shadow_debuglight.integer;
4113 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4114 if (light && (light->flags & flag))
4115 R_Shadow_DrawLight(&light->rtlight);
4119 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4120 for (lightindex = 0;lightindex < range;lightindex++)
4122 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4123 if (light && (light->flags & flag))
4124 R_Shadow_DrawLight(&light->rtlight);
4127 if (r_refdef.scene.rtdlight)
4128 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4129 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4131 R_Shadow_RenderMode_End();
4134 extern const float r_screenvertex3f[12];
4135 extern void R_SetupView(qboolean allowwaterclippingplane);
4136 extern void R_ResetViewRendering3D(void);
4137 extern void R_ResetViewRendering2D(void);
4138 extern cvar_t r_shadows;
4139 extern cvar_t r_shadows_darken;
4140 extern cvar_t r_shadows_drawafterrtlighting;
4141 extern cvar_t r_shadows_castfrombmodels;
4142 extern cvar_t r_shadows_throwdistance;
4143 extern cvar_t r_shadows_throwdirection;
4144 extern cvar_t r_shadows_focus;
4145 extern cvar_t r_shadows_shadowmapscale;
4147 void R_Shadow_PrepareModelShadows(void)
4150 float scale, size, radius, dot1, dot2;
4151 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4152 entity_render_t *ent;
4154 if (!r_refdef.scene.numentities)
4157 switch (r_shadow_shadowmode)
4159 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4160 if (r_shadows.integer >= 2)
4163 case R_SHADOW_SHADOWMODE_STENCIL:
4164 for (i = 0;i < r_refdef.scene.numentities;i++)
4166 ent = r_refdef.scene.entities[i];
4167 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4168 R_AnimCache_GetEntity(ent, false, false);
4175 size = 2*r_shadow_shadowmapmaxsize;
4176 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4177 radius = 0.5f * size / scale;
4179 Math_atov(r_shadows_throwdirection.string, shadowdir);
4180 VectorNormalize(shadowdir);
4181 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4182 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4183 if (fabs(dot1) <= fabs(dot2))
4184 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4186 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4187 VectorNormalize(shadowforward);
4188 CrossProduct(shadowdir, shadowforward, shadowright);
4189 Math_atov(r_shadows_focus.string, shadowfocus);
4190 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4191 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4192 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4193 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4194 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4196 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4198 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4199 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4200 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4201 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4202 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4203 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4205 for (i = 0;i < r_refdef.scene.numentities;i++)
4207 ent = r_refdef.scene.entities[i];
4208 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4210 // cast shadows from anything of the map (submodels are optional)
4211 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4212 R_AnimCache_GetEntity(ent, false, false);
4216 void R_DrawModelShadowMaps(void)
4219 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4220 entity_render_t *ent;
4221 vec3_t relativelightorigin;
4222 vec3_t relativelightdirection, relativeforward, relativeright;
4223 vec3_t relativeshadowmins, relativeshadowmaxs;
4224 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4226 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4227 r_viewport_t viewport;
4229 float clearcolor[4];
4231 if (!r_refdef.scene.numentities)
4234 switch (r_shadow_shadowmode)
4236 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4242 R_ResetViewRendering3D();
4243 R_Shadow_RenderMode_Begin();
4244 R_Shadow_RenderMode_ActiveLight(NULL);
4246 switch (r_shadow_shadowmode)
4248 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4249 if (!r_shadow_shadowmap2dtexture)
4250 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4251 fbo = r_shadow_fbo2d;
4252 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4253 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4254 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4260 size = 2*r_shadow_shadowmapmaxsize;
4261 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4262 radius = 0.5f / scale;
4263 nearclip = -r_shadows_throwdistance.value;
4264 farclip = r_shadows_throwdistance.value;
4265 bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4267 r_shadow_shadowmap_parameters[0] = size;
4268 r_shadow_shadowmap_parameters[1] = size;
4269 r_shadow_shadowmap_parameters[2] = 1.0;
4270 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4272 Math_atov(r_shadows_throwdirection.string, shadowdir);
4273 VectorNormalize(shadowdir);
4274 Math_atov(r_shadows_focus.string, shadowfocus);
4275 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4276 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4277 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4278 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4279 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4280 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4281 if (fabs(dot1) <= fabs(dot2))
4282 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4284 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4285 VectorNormalize(shadowforward);
4286 VectorM(scale, shadowforward, &m[0]);
4287 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4289 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4290 CrossProduct(shadowdir, shadowforward, shadowright);
4291 VectorM(scale, shadowright, &m[4]);
4292 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4293 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4294 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4295 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4296 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4297 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4299 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4301 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4302 R_SetupShader_DepthOrShadow();
4303 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4306 R_SetViewport(&viewport);
4307 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4308 Vector4Set(clearcolor, 1,1,1,1);
4309 // in D3D9 we have to render to a color texture shadowmap
4310 // in GL we render directly to a depth texture only
4311 if (r_shadow_shadowmap2dtexture)
4312 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4314 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4315 // render into a slightly restricted region so that the borders of the
4316 // shadowmap area fade away, rather than streaking across everything
4317 // outside the usable area
4318 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4322 R_Mesh_ResetRenderTargets();
4323 R_SetupShader_ShowDepth();
4324 GL_ColorMask(1,1,1,1);
4325 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4328 for (i = 0;i < r_refdef.scene.numentities;i++)
4330 ent = r_refdef.scene.entities[i];
4332 // cast shadows from anything of the map (submodels are optional)
4333 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4335 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4336 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4337 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4338 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4339 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4340 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4341 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4342 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4343 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4344 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4345 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4346 RSurf_ActiveModelEntity(ent, false, false, false);
4347 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4348 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4355 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4357 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4359 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4360 Cvar_SetValueQuick(&r_test, 0);
4365 R_Shadow_RenderMode_End();
4367 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4368 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4369 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4370 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4371 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4372 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4374 switch (vid.renderpath)
4376 case RENDERPATH_GL11:
4377 case RENDERPATH_GL13:
4378 case RENDERPATH_GL20:
4379 case RENDERPATH_CGGL:
4381 case RENDERPATH_D3D9:
4382 case RENDERPATH_D3D10:
4383 case RENDERPATH_D3D11:
4384 #ifdef OPENGL_ORIENTATION
4385 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4386 r_shadow_shadowmapmatrix.m[0][1] *= -1.0f;
4387 r_shadow_shadowmapmatrix.m[0][2] *= -1.0f;
4388 r_shadow_shadowmapmatrix.m[0][3] *= -1.0f;
4390 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4391 r_shadow_shadowmapmatrix.m[1][0] *= -1.0f;
4392 r_shadow_shadowmapmatrix.m[2][0] *= -1.0f;
4393 r_shadow_shadowmapmatrix.m[3][0] *= -1.0f;
4398 r_shadow_usingshadowmaportho = true;
4399 switch (r_shadow_shadowmode)
4401 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4402 r_shadow_usingshadowmap2d = true;
4409 void R_DrawModelShadows(void)
4412 float relativethrowdistance;
4413 entity_render_t *ent;
4414 vec3_t relativelightorigin;
4415 vec3_t relativelightdirection;
4416 vec3_t relativeshadowmins, relativeshadowmaxs;
4417 vec3_t tmp, shadowdir;
4419 if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4422 R_ResetViewRendering3D();
4423 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4424 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4425 R_Shadow_RenderMode_Begin();
4426 R_Shadow_RenderMode_ActiveLight(NULL);
4427 r_shadow_lightscissor[0] = r_refdef.view.x;
4428 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4429 r_shadow_lightscissor[2] = r_refdef.view.width;
4430 r_shadow_lightscissor[3] = r_refdef.view.height;
4431 R_Shadow_RenderMode_StencilShadowVolumes(false);
4434 if (r_shadows.integer == 2)
4436 Math_atov(r_shadows_throwdirection.string, shadowdir);
4437 VectorNormalize(shadowdir);
4440 R_Shadow_ClearStencil();
4442 for (i = 0;i < r_refdef.scene.numentities;i++)
4444 ent = r_refdef.scene.entities[i];
4446 // cast shadows from anything of the map (submodels are optional)
4447 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4449 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4450 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4451 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4452 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4453 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4456 if(ent->entitynumber != 0)
4458 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
4460 // FIXME handle this
4461 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4465 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4466 int entnum, entnum2, recursion;
4467 entnum = entnum2 = ent->entitynumber;
4468 for(recursion = 32; recursion > 0; --recursion)
4470 entnum2 = cl.entities[entnum].state_current.tagentity;
4471 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4476 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4478 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4479 // transform into modelspace of OUR entity
4480 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4481 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4484 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4488 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4491 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4492 RSurf_ActiveModelEntity(ent, false, false, false);
4493 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4494 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4498 // not really the right mode, but this will disable any silly stencil features
4499 R_Shadow_RenderMode_End();
4501 // set up ortho view for rendering this pass
4502 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4503 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4504 //GL_ScissorTest(true);
4505 //R_EntityMatrix(&identitymatrix);
4506 //R_Mesh_ResetTextureState();
4507 R_ResetViewRendering2D();
4509 // set up a darkening blend on shadowed areas
4510 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4511 //GL_DepthRange(0, 1);
4512 //GL_DepthTest(false);
4513 //GL_DepthMask(false);
4514 //GL_PolygonOffset(0, 0);CHECKGLERROR
4515 GL_Color(0, 0, 0, r_shadows_darken.value);
4516 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4517 //GL_DepthFunc(GL_ALWAYS);
4518 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
4520 // apply the blend to the shadowed areas
4521 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
4522 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4523 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4525 // restore the viewport
4526 R_SetViewport(&r_refdef.view.viewport);
4528 // restore other state to normal
4529 //R_Shadow_RenderMode_End();
4532 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4535 vec3_t centerorigin;
4537 // if it's too close, skip it
4538 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4540 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4543 if (usequery && r_numqueries + 2 <= r_maxqueries)
4545 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4546 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4547 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
4548 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4550 switch(vid.renderpath)
4552 case RENDERPATH_GL20:
4553 case RENDERPATH_GL13:
4554 case RENDERPATH_GL11:
4555 case RENDERPATH_CGGL:
4557 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
4558 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4559 GL_DepthFunc(GL_ALWAYS);
4560 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4561 R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
4562 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4563 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4564 GL_DepthFunc(GL_LEQUAL);
4565 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4566 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4567 R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
4568 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4569 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4572 case RENDERPATH_D3D9:
4573 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4575 case RENDERPATH_D3D10:
4576 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4578 case RENDERPATH_D3D11:
4579 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4583 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4586 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4588 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4591 GLint allpixels = 0, visiblepixels = 0;
4592 // now we have to check the query result
4593 if (rtlight->corona_queryindex_visiblepixels)
4595 switch(vid.renderpath)
4597 case RENDERPATH_GL20:
4598 case RENDERPATH_GL13:
4599 case RENDERPATH_GL11:
4600 case RENDERPATH_CGGL:
4602 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4603 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4606 case RENDERPATH_D3D9:
4607 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4609 case RENDERPATH_D3D10:
4610 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4612 case RENDERPATH_D3D11:
4613 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4616 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4617 if (visiblepixels < 1 || allpixels < 1)
4619 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4620 cscale *= rtlight->corona_visibility;
4624 // FIXME: these traces should scan all render entities instead of cl.world
4625 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4628 VectorScale(rtlight->currentcolor, cscale, color);
4629 if (VectorLength(color) > (1.0f / 256.0f))
4632 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4635 VectorNegate(color, color);
4636 switch(vid.renderpath)
4638 case RENDERPATH_GL11:
4639 case RENDERPATH_GL13:
4640 case RENDERPATH_GL20:
4641 case RENDERPATH_CGGL:
4642 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4644 case RENDERPATH_D3D9:
4646 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4649 case RENDERPATH_D3D10:
4650 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4652 case RENDERPATH_D3D11:
4653 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4657 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4658 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4659 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4662 switch(vid.renderpath)
4664 case RENDERPATH_GL11:
4665 case RENDERPATH_GL13:
4666 case RENDERPATH_GL20:
4667 case RENDERPATH_CGGL:
4668 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4670 case RENDERPATH_D3D9:
4672 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4675 case RENDERPATH_D3D10:
4676 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4678 case RENDERPATH_D3D11:
4679 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4686 void R_Shadow_DrawCoronas(void)
4689 qboolean usequery = false;
4694 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4696 if (r_waterstate.renderingscene)
4698 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4699 R_EntityMatrix(&identitymatrix);
4701 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4703 // check occlusion of coronas
4704 // use GL_ARB_occlusion_query if available
4705 // otherwise use raytraces
4707 switch (vid.renderpath)
4709 case RENDERPATH_GL11:
4710 case RENDERPATH_GL13:
4711 case RENDERPATH_GL20:
4712 case RENDERPATH_CGGL:
4713 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4716 GL_ColorMask(0,0,0,0);
4717 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4718 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4721 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4722 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4724 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4727 RSurf_ActiveWorldEntity();
4728 GL_BlendFunc(GL_ONE, GL_ZERO);
4729 GL_CullFace(GL_NONE);
4730 GL_DepthMask(false);
4731 GL_DepthRange(0, 1);
4732 GL_PolygonOffset(0, 0);
4734 R_Mesh_ResetTextureState();
4735 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4738 case RENDERPATH_D3D9:
4740 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4742 case RENDERPATH_D3D10:
4743 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4745 case RENDERPATH_D3D11:
4746 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4749 for (lightindex = 0;lightindex < range;lightindex++)
4751 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4754 rtlight = &light->rtlight;
4755 rtlight->corona_visibility = 0;
4756 rtlight->corona_queryindex_visiblepixels = 0;
4757 rtlight->corona_queryindex_allpixels = 0;
4758 if (!(rtlight->flags & flag))
4760 if (rtlight->corona <= 0)
4762 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4764 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4766 for (i = 0;i < r_refdef.scene.numlights;i++)
4768 rtlight = r_refdef.scene.lights[i];
4769 rtlight->corona_visibility = 0;
4770 rtlight->corona_queryindex_visiblepixels = 0;
4771 rtlight->corona_queryindex_allpixels = 0;
4772 if (!(rtlight->flags & flag))
4774 if (rtlight->corona <= 0)
4776 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4779 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4781 // now draw the coronas using the query data for intensity info
4782 for (lightindex = 0;lightindex < range;lightindex++)
4784 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4787 rtlight = &light->rtlight;
4788 if (rtlight->corona_visibility <= 0)
4790 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4792 for (i = 0;i < r_refdef.scene.numlights;i++)
4794 rtlight = r_refdef.scene.lights[i];
4795 if (rtlight->corona_visibility <= 0)
4797 if (gl_flashblend.integer)
4798 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4800 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4806 dlight_t *R_Shadow_NewWorldLight(void)
4808 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4811 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)
4814 // validate parameters
4815 if (style < 0 || style >= MAX_LIGHTSTYLES)
4817 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4823 // copy to light properties
4824 VectorCopy(origin, light->origin);
4825 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4826 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4827 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4829 light->color[0] = max(color[0], 0);
4830 light->color[1] = max(color[1], 0);
4831 light->color[2] = max(color[2], 0);
4833 light->color[0] = color[0];
4834 light->color[1] = color[1];
4835 light->color[2] = color[2];
4836 light->radius = max(radius, 0);
4837 light->style = style;
4838 light->shadow = shadowenable;
4839 light->corona = corona;
4840 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4841 light->coronasizescale = coronasizescale;
4842 light->ambientscale = ambientscale;
4843 light->diffusescale = diffusescale;
4844 light->specularscale = specularscale;
4845 light->flags = flags;
4847 // update renderable light data
4848 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4849 R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4852 void R_Shadow_FreeWorldLight(dlight_t *light)
4854 if (r_shadow_selectedlight == light)
4855 r_shadow_selectedlight = NULL;
4856 R_RTLight_Uncompile(&light->rtlight);
4857 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4860 void R_Shadow_ClearWorldLights(void)
4864 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4865 for (lightindex = 0;lightindex < range;lightindex++)
4867 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4869 R_Shadow_FreeWorldLight(light);
4871 r_shadow_selectedlight = NULL;
4874 void R_Shadow_SelectLight(dlight_t *light)
4876 if (r_shadow_selectedlight)
4877 r_shadow_selectedlight->selected = false;
4878 r_shadow_selectedlight = light;
4879 if (r_shadow_selectedlight)
4880 r_shadow_selectedlight->selected = true;
4883 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4885 // this is never batched (there can be only one)
4887 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
4888 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4889 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4892 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4897 skinframe_t *skinframe;
4900 // this is never batched (due to the ent parameter changing every time)
4901 // so numsurfaces == 1 and surfacelist[0] == lightnumber
4902 const dlight_t *light = (dlight_t *)ent;
4905 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
4908 VectorScale(light->color, intensity, spritecolor);
4909 if (VectorLength(spritecolor) < 0.1732f)
4910 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4911 if (VectorLength(spritecolor) > 1.0f)
4912 VectorNormalize(spritecolor);
4914 // draw light sprite
4915 if (light->cubemapname[0] && !light->shadow)
4916 skinframe = r_editlights_sprcubemapnoshadowlight;
4917 else if (light->cubemapname[0])
4918 skinframe = r_editlights_sprcubemaplight;
4919 else if (!light->shadow)
4920 skinframe = r_editlights_sprnoshadowlight;
4922 skinframe = r_editlights_sprlight;
4924 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4925 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4927 // draw selection sprite if light is selected
4928 if (light->selected)
4930 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4931 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4932 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4936 void R_Shadow_DrawLightSprites(void)
4940 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4941 for (lightindex = 0;lightindex < range;lightindex++)
4943 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4945 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4947 if (!r_editlights_lockcursor)
4948 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4951 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
4956 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
4957 if (lightindex >= range)
4959 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4962 rtlight = &light->rtlight;
4963 //if (!(rtlight->flags & flag))
4965 VectorCopy(rtlight->shadoworigin, origin);
4966 *radius = rtlight->radius;
4967 VectorCopy(rtlight->color, color);
4971 void R_Shadow_SelectLightInView(void)
4973 float bestrating, rating, temp[3];
4977 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4981 if (r_editlights_lockcursor)
4983 for (lightindex = 0;lightindex < range;lightindex++)
4985 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4988 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4989 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4992 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4993 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4995 bestrating = rating;
5000 R_Shadow_SelectLight(best);
5003 void R_Shadow_LoadWorldLights(void)
5005 int n, a, style, shadow, flags;
5006 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5007 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5008 if (cl.worldmodel == NULL)
5010 Con_Print("No map loaded.\n");
5013 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5014 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5024 for (;COM_Parse(t, true) && strcmp(
5025 if (COM_Parse(t, true))
5027 if (com_token[0] == '!')
5030 origin[0] = atof(com_token+1);
5033 origin[0] = atof(com_token);
5038 while (*s && *s != '\n' && *s != '\r')
5044 // check for modifier flags
5051 #if _MSC_VER >= 1400
5052 #define sscanf sscanf_s
5054 cubemapname[sizeof(cubemapname)-1] = 0;
5055 #if MAX_QPATH != 128
5056 #error update this code if MAX_QPATH changes
5058 a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
5059 #if _MSC_VER >= 1400
5060 , sizeof(cubemapname)
5062 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5065 flags = LIGHTFLAG_REALTIMEMODE;
5073 coronasizescale = 0.25f;
5075 VectorClear(angles);
5078 if (a < 9 || !strcmp(cubemapname, "\"\""))
5080 // remove quotes on cubemapname
5081 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5084 namelen = strlen(cubemapname) - 2;
5085 memmove(cubemapname, cubemapname + 1, namelen);
5086 cubemapname[namelen] = '\0';
5090 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);
5093 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5101 Con_Printf("invalid rtlights file \"%s\"\n", name);
5102 Mem_Free(lightsstring);
5106 void R_Shadow_SaveWorldLights(void)
5110 size_t bufchars, bufmaxchars;
5112 char name[MAX_QPATH];
5113 char line[MAX_INPUTLINE];
5114 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5115 // I hate lines which are 3 times my screen size :( --blub
5118 if (cl.worldmodel == NULL)
5120 Con_Print("No map loaded.\n");
5123 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5124 bufchars = bufmaxchars = 0;
5126 for (lightindex = 0;lightindex < range;lightindex++)
5128 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5131 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5132 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
5133 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5134 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
5136 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
5137 if (bufchars + strlen(line) > bufmaxchars)
5139 bufmaxchars = bufchars + strlen(line) + 2048;
5141 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5145 memcpy(buf, oldbuf, bufchars);
5151 memcpy(buf + bufchars, line, strlen(line));
5152 bufchars += strlen(line);
5156 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5161 void R_Shadow_LoadLightsFile(void)
5164 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5165 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5166 if (cl.worldmodel == NULL)
5168 Con_Print("No map loaded.\n");
5171 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5172 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5180 while (*s && *s != '\n' && *s != '\r')
5186 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);
5190 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);
5193 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5194 radius = bound(15, radius, 4096);
5195 VectorScale(color, (2.0f / (8388608.0f)), color);
5196 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5204 Con_Printf("invalid lights file \"%s\"\n", name);
5205 Mem_Free(lightsstring);
5209 // tyrlite/hmap2 light types in the delay field
5210 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5212 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5224 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5225 char key[256], value[MAX_INPUTLINE];
5227 if (cl.worldmodel == NULL)
5229 Con_Print("No map loaded.\n");
5232 // try to load a .ent file first
5233 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5234 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5235 // and if that is not found, fall back to the bsp file entity string
5237 data = cl.worldmodel->brush.entities;
5240 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5242 type = LIGHTTYPE_MINUSX;
5243 origin[0] = origin[1] = origin[2] = 0;
5244 originhack[0] = originhack[1] = originhack[2] = 0;
5245 angles[0] = angles[1] = angles[2] = 0;
5246 color[0] = color[1] = color[2] = 1;
5247 light[0] = light[1] = light[2] = 1;light[3] = 300;
5248 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5258 if (!COM_ParseToken_Simple(&data, false, false))
5260 if (com_token[0] == '}')
5261 break; // end of entity
5262 if (com_token[0] == '_')
5263 strlcpy(key, com_token + 1, sizeof(key));
5265 strlcpy(key, com_token, sizeof(key));
5266 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5267 key[strlen(key)-1] = 0;
5268 if (!COM_ParseToken_Simple(&data, false, false))
5270 strlcpy(value, com_token, sizeof(value));
5272 // now that we have the key pair worked out...
5273 if (!strcmp("light", key))
5275 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5279 light[0] = vec[0] * (1.0f / 256.0f);
5280 light[1] = vec[0] * (1.0f / 256.0f);
5281 light[2] = vec[0] * (1.0f / 256.0f);
5287 light[0] = vec[0] * (1.0f / 255.0f);
5288 light[1] = vec[1] * (1.0f / 255.0f);
5289 light[2] = vec[2] * (1.0f / 255.0f);
5293 else if (!strcmp("delay", key))
5295 else if (!strcmp("origin", key))
5296 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5297 else if (!strcmp("angle", key))
5298 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5299 else if (!strcmp("angles", key))
5300 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5301 else if (!strcmp("color", key))
5302 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5303 else if (!strcmp("wait", key))
5304 fadescale = atof(value);
5305 else if (!strcmp("classname", key))
5307 if (!strncmp(value, "light", 5))
5310 if (!strcmp(value, "light_fluoro"))
5315 overridecolor[0] = 1;
5316 overridecolor[1] = 1;
5317 overridecolor[2] = 1;
5319 if (!strcmp(value, "light_fluorospark"))
5324 overridecolor[0] = 1;
5325 overridecolor[1] = 1;
5326 overridecolor[2] = 1;
5328 if (!strcmp(value, "light_globe"))
5333 overridecolor[0] = 1;
5334 overridecolor[1] = 0.8;
5335 overridecolor[2] = 0.4;
5337 if (!strcmp(value, "light_flame_large_yellow"))
5342 overridecolor[0] = 1;
5343 overridecolor[1] = 0.5;
5344 overridecolor[2] = 0.1;
5346 if (!strcmp(value, "light_flame_small_yellow"))
5351 overridecolor[0] = 1;
5352 overridecolor[1] = 0.5;
5353 overridecolor[2] = 0.1;
5355 if (!strcmp(value, "light_torch_small_white"))
5360 overridecolor[0] = 1;
5361 overridecolor[1] = 0.5;
5362 overridecolor[2] = 0.1;
5364 if (!strcmp(value, "light_torch_small_walltorch"))
5369 overridecolor[0] = 1;
5370 overridecolor[1] = 0.5;
5371 overridecolor[2] = 0.1;
5375 else if (!strcmp("style", key))
5376 style = atoi(value);
5377 else if (!strcmp("skin", key))
5378 skin = (int)atof(value);
5379 else if (!strcmp("pflags", key))
5380 pflags = (int)atof(value);
5381 //else if (!strcmp("effects", key))
5382 // effects = (int)atof(value);
5383 else if (cl.worldmodel->type == mod_brushq3)
5385 if (!strcmp("scale", key))
5386 lightscale = atof(value);
5387 if (!strcmp("fade", key))
5388 fadescale = atof(value);
5393 if (lightscale <= 0)
5397 if (color[0] == color[1] && color[0] == color[2])
5399 color[0] *= overridecolor[0];
5400 color[1] *= overridecolor[1];
5401 color[2] *= overridecolor[2];
5403 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5404 color[0] = color[0] * light[0];
5405 color[1] = color[1] * light[1];
5406 color[2] = color[2] * light[2];
5409 case LIGHTTYPE_MINUSX:
5411 case LIGHTTYPE_RECIPX:
5413 VectorScale(color, (1.0f / 16.0f), color);
5415 case LIGHTTYPE_RECIPXX:
5417 VectorScale(color, (1.0f / 16.0f), color);
5420 case LIGHTTYPE_NONE:
5424 case LIGHTTYPE_MINUSXX:
5427 VectorAdd(origin, originhack, origin);
5429 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);
5432 Mem_Free(entfiledata);
5436 void R_Shadow_SetCursorLocationForView(void)
5439 vec3_t dest, endpos;
5441 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5442 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5443 if (trace.fraction < 1)
5445 dist = trace.fraction * r_editlights_cursordistance.value;
5446 push = r_editlights_cursorpushback.value;
5450 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5451 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5455 VectorClear( endpos );
5457 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5458 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5459 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5462 void R_Shadow_UpdateWorldLightSelection(void)
5464 if (r_editlights.integer)
5466 R_Shadow_SetCursorLocationForView();
5467 R_Shadow_SelectLightInView();
5470 R_Shadow_SelectLight(NULL);
5473 void R_Shadow_EditLights_Clear_f(void)
5475 R_Shadow_ClearWorldLights();
5478 void R_Shadow_EditLights_Reload_f(void)
5482 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
5483 R_Shadow_ClearWorldLights();
5484 R_Shadow_LoadWorldLights();
5485 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5487 R_Shadow_LoadLightsFile();
5488 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5489 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5493 void R_Shadow_EditLights_Save_f(void)
5497 R_Shadow_SaveWorldLights();
5500 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5502 R_Shadow_ClearWorldLights();
5503 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5506 void R_Shadow_EditLights_ImportLightsFile_f(void)
5508 R_Shadow_ClearWorldLights();
5509 R_Shadow_LoadLightsFile();
5512 void R_Shadow_EditLights_Spawn_f(void)
5515 if (!r_editlights.integer)
5517 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5520 if (Cmd_Argc() != 1)
5522 Con_Print("r_editlights_spawn does not take parameters\n");
5525 color[0] = color[1] = color[2] = 1;
5526 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5529 void R_Shadow_EditLights_Edit_f(void)
5531 vec3_t origin, angles, color;
5532 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5533 int style, shadows, flags, normalmode, realtimemode;
5534 char cubemapname[MAX_INPUTLINE];
5535 if (!r_editlights.integer)
5537 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5540 if (!r_shadow_selectedlight)
5542 Con_Print("No selected light.\n");
5545 VectorCopy(r_shadow_selectedlight->origin, origin);
5546 VectorCopy(r_shadow_selectedlight->angles, angles);
5547 VectorCopy(r_shadow_selectedlight->color, color);
5548 radius = r_shadow_selectedlight->radius;
5549 style = r_shadow_selectedlight->style;
5550 if (r_shadow_selectedlight->cubemapname)
5551 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5554 shadows = r_shadow_selectedlight->shadow;
5555 corona = r_shadow_selectedlight->corona;
5556 coronasizescale = r_shadow_selectedlight->coronasizescale;
5557 ambientscale = r_shadow_selectedlight->ambientscale;
5558 diffusescale = r_shadow_selectedlight->diffusescale;
5559 specularscale = r_shadow_selectedlight->specularscale;
5560 flags = r_shadow_selectedlight->flags;
5561 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5562 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5563 if (!strcmp(Cmd_Argv(1), "origin"))
5565 if (Cmd_Argc() != 5)
5567 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5570 origin[0] = atof(Cmd_Argv(2));
5571 origin[1] = atof(Cmd_Argv(3));
5572 origin[2] = atof(Cmd_Argv(4));
5574 else if (!strcmp(Cmd_Argv(1), "originx"))
5576 if (Cmd_Argc() != 3)
5578 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5581 origin[0] = atof(Cmd_Argv(2));
5583 else if (!strcmp(Cmd_Argv(1), "originy"))
5585 if (Cmd_Argc() != 3)
5587 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5590 origin[1] = atof(Cmd_Argv(2));
5592 else if (!strcmp(Cmd_Argv(1), "originz"))
5594 if (Cmd_Argc() != 3)
5596 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5599 origin[2] = atof(Cmd_Argv(2));
5601 else if (!strcmp(Cmd_Argv(1), "move"))
5603 if (Cmd_Argc() != 5)
5605 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5608 origin[0] += atof(Cmd_Argv(2));
5609 origin[1] += atof(Cmd_Argv(3));
5610 origin[2] += atof(Cmd_Argv(4));
5612 else if (!strcmp(Cmd_Argv(1), "movex"))
5614 if (Cmd_Argc() != 3)
5616 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5619 origin[0] += atof(Cmd_Argv(2));
5621 else if (!strcmp(Cmd_Argv(1), "movey"))
5623 if (Cmd_Argc() != 3)
5625 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5628 origin[1] += atof(Cmd_Argv(2));
5630 else if (!strcmp(Cmd_Argv(1), "movez"))
5632 if (Cmd_Argc() != 3)
5634 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5637 origin[2] += atof(Cmd_Argv(2));
5639 else if (!strcmp(Cmd_Argv(1), "angles"))
5641 if (Cmd_Argc() != 5)
5643 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5646 angles[0] = atof(Cmd_Argv(2));
5647 angles[1] = atof(Cmd_Argv(3));
5648 angles[2] = atof(Cmd_Argv(4));
5650 else if (!strcmp(Cmd_Argv(1), "anglesx"))
5652 if (Cmd_Argc() != 3)
5654 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5657 angles[0] = atof(Cmd_Argv(2));
5659 else if (!strcmp(Cmd_Argv(1), "anglesy"))
5661 if (Cmd_Argc() != 3)
5663 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5666 angles[1] = atof(Cmd_Argv(2));
5668 else if (!strcmp(Cmd_Argv(1), "anglesz"))
5670 if (Cmd_Argc() != 3)
5672 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5675 angles[2] = atof(Cmd_Argv(2));
5677 else if (!strcmp(Cmd_Argv(1), "color"))
5679 if (Cmd_Argc() != 5)
5681 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5684 color[0] = atof(Cmd_Argv(2));
5685 color[1] = atof(Cmd_Argv(3));
5686 color[2] = atof(Cmd_Argv(4));
5688 else if (!strcmp(Cmd_Argv(1), "radius"))
5690 if (Cmd_Argc() != 3)
5692 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5695 radius = atof(Cmd_Argv(2));
5697 else if (!strcmp(Cmd_Argv(1), "colorscale"))
5699 if (Cmd_Argc() == 3)
5701 double scale = atof(Cmd_Argv(2));
5708 if (Cmd_Argc() != 5)
5710 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
5713 color[0] *= atof(Cmd_Argv(2));
5714 color[1] *= atof(Cmd_Argv(3));
5715 color[2] *= atof(Cmd_Argv(4));
5718 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5720 if (Cmd_Argc() != 3)
5722 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5725 radius *= atof(Cmd_Argv(2));
5727 else if (!strcmp(Cmd_Argv(1), "style"))
5729 if (Cmd_Argc() != 3)
5731 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5734 style = atoi(Cmd_Argv(2));
5736 else if (!strcmp(Cmd_Argv(1), "cubemap"))
5740 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5743 if (Cmd_Argc() == 3)
5744 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5748 else if (!strcmp(Cmd_Argv(1), "shadows"))
5750 if (Cmd_Argc() != 3)
5752 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5755 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5757 else if (!strcmp(Cmd_Argv(1), "corona"))
5759 if (Cmd_Argc() != 3)
5761 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5764 corona = atof(Cmd_Argv(2));
5766 else if (!strcmp(Cmd_Argv(1), "coronasize"))
5768 if (Cmd_Argc() != 3)
5770 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5773 coronasizescale = atof(Cmd_Argv(2));
5775 else if (!strcmp(Cmd_Argv(1), "ambient"))
5777 if (Cmd_Argc() != 3)
5779 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5782 ambientscale = atof(Cmd_Argv(2));
5784 else if (!strcmp(Cmd_Argv(1), "diffuse"))
5786 if (Cmd_Argc() != 3)
5788 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5791 diffusescale = atof(Cmd_Argv(2));
5793 else if (!strcmp(Cmd_Argv(1), "specular"))
5795 if (Cmd_Argc() != 3)
5797 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5800 specularscale = atof(Cmd_Argv(2));
5802 else if (!strcmp(Cmd_Argv(1), "normalmode"))
5804 if (Cmd_Argc() != 3)
5806 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5809 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5811 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5813 if (Cmd_Argc() != 3)
5815 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5818 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5822 Con_Print("usage: r_editlights_edit [property] [value]\n");
5823 Con_Print("Selected light's properties:\n");
5824 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5825 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5826 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5827 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
5828 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
5829 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
5830 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5831 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
5832 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
5833 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
5834 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
5835 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
5836 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5837 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5840 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5841 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5844 void R_Shadow_EditLights_EditAll_f(void)
5847 dlight_t *light, *oldselected;
5850 if (!r_editlights.integer)
5852 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5856 oldselected = r_shadow_selectedlight;
5857 // EditLights doesn't seem to have a "remove" command or something so:
5858 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5859 for (lightindex = 0;lightindex < range;lightindex++)
5861 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5864 R_Shadow_SelectLight(light);
5865 R_Shadow_EditLights_Edit_f();
5867 // return to old selected (to not mess editing once selection is locked)
5868 R_Shadow_SelectLight(oldselected);
5871 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5873 int lightnumber, lightcount;
5874 size_t lightindex, range;
5878 if (!r_editlights.integer)
5880 x = vid_conwidth.value - 240;
5882 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5885 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5886 for (lightindex = 0;lightindex < range;lightindex++)
5888 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5891 if (light == r_shadow_selectedlight)
5892 lightnumber = lightindex;
5895 dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5896 dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5898 if (r_shadow_selectedlight == NULL)
5900 dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5901 dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5902 dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5903 dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5904 dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5905 dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5906 dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5907 dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5908 dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5909 dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5910 dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5911 dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5912 dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5913 dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5914 dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5917 void R_Shadow_EditLights_ToggleShadow_f(void)
5919 if (!r_editlights.integer)
5921 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5924 if (!r_shadow_selectedlight)
5926 Con_Print("No selected light.\n");
5929 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);
5932 void R_Shadow_EditLights_ToggleCorona_f(void)
5934 if (!r_editlights.integer)
5936 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5939 if (!r_shadow_selectedlight)
5941 Con_Print("No selected light.\n");
5944 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);
5947 void R_Shadow_EditLights_Remove_f(void)
5949 if (!r_editlights.integer)
5951 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
5954 if (!r_shadow_selectedlight)
5956 Con_Print("No selected light.\n");
5959 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5960 r_shadow_selectedlight = NULL;
5963 void R_Shadow_EditLights_Help_f(void)
5966 "Documentation on r_editlights system:\n"
5968 "r_editlights : enable/disable editing mode\n"
5969 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5970 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5971 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5972 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5973 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5975 "r_editlights_help : this help\n"
5976 "r_editlights_clear : remove all lights\n"
5977 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5978 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
5979 "r_editlights_save : save to .rtlights file\n"
5980 "r_editlights_spawn : create a light with default settings\n"
5981 "r_editlights_edit command : edit selected light - more documentation below\n"
5982 "r_editlights_remove : remove selected light\n"
5983 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5984 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5985 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5987 "origin x y z : set light location\n"
5988 "originx x: set x component of light location\n"
5989 "originy y: set y component of light location\n"
5990 "originz z: set z component of light location\n"
5991 "move x y z : adjust light location\n"
5992 "movex x: adjust x component of light location\n"
5993 "movey y: adjust y component of light location\n"
5994 "movez z: adjust z component of light location\n"
5995 "angles x y z : set light angles\n"
5996 "anglesx x: set x component of light angles\n"
5997 "anglesy y: set y component of light angles\n"
5998 "anglesz z: set z component of light angles\n"
5999 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6000 "radius radius : set radius (size) of light\n"
6001 "colorscale grey : multiply color of light (1 does nothing)\n"
6002 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6003 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6004 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6005 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6006 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6007 "shadows 1/0 : turn on/off shadows\n"
6008 "corona n : set corona intensity\n"
6009 "coronasize n : set corona size (0-1)\n"
6010 "ambient n : set ambient intensity (0-1)\n"
6011 "diffuse n : set diffuse intensity (0-1)\n"
6012 "specular n : set specular intensity (0-1)\n"
6013 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6014 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6015 "<nothing> : print light properties to console\n"
6019 void R_Shadow_EditLights_CopyInfo_f(void)
6021 if (!r_editlights.integer)
6023 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
6026 if (!r_shadow_selectedlight)
6028 Con_Print("No selected light.\n");
6031 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6032 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6033 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6034 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6035 if (r_shadow_selectedlight->cubemapname)
6036 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6038 r_shadow_bufferlight.cubemapname[0] = 0;
6039 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6040 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6041 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6042 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6043 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6044 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6045 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6048 void R_Shadow_EditLights_PasteInfo_f(void)
6050 if (!r_editlights.integer)
6052 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
6055 if (!r_shadow_selectedlight)
6057 Con_Print("No selected light.\n");
6060 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);
6063 void R_Shadow_EditLights_Lock_f(void)
6065 if (!r_editlights.integer)
6067 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
6070 if (r_editlights_lockcursor)
6072 r_editlights_lockcursor = false;
6075 if (!r_shadow_selectedlight)
6077 Con_Print("No selected light to lock on.\n");
6080 r_editlights_lockcursor = true;
6083 void R_Shadow_EditLights_Init(void)
6085 Cvar_RegisterVariable(&r_editlights);
6086 Cvar_RegisterVariable(&r_editlights_cursordistance);
6087 Cvar_RegisterVariable(&r_editlights_cursorpushback);
6088 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6089 Cvar_RegisterVariable(&r_editlights_cursorgrid);
6090 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6091 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6092 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6093 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)");
6094 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6095 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6096 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6097 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)");
6098 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6099 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6100 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6101 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6102 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6103 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6104 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)");
6105 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6111 =============================================================================
6115 =============================================================================
6118 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
6120 VectorClear(diffusecolor);
6121 VectorClear(diffusenormal);
6123 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6125 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
6126 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
6129 VectorSet(ambientcolor, 1, 1, 1);
6136 for (i = 0;i < r_refdef.scene.numlights;i++)
6138 light = r_refdef.scene.lights[i];
6139 Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
6140 f = 1 - VectorLength2(v);
6141 if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
6142 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);