5 #define SHADOWSTAGE_NONE 0
6 #define SHADOWSTAGE_STENCIL 1
7 #define SHADOWSTAGE_LIGHT 2
8 #define SHADOWSTAGE_ERASESTENCIL 3
10 int r_shadowstage = SHADOWSTAGE_NONE;
12 mempool_t *r_shadow_mempool;
14 int maxshadowelements;
16 int maxtrianglefacinglight;
17 qbyte *trianglefacinglight;
19 rtexturepool_t *r_shadow_texturepool;
20 rtexture_t *r_shadow_normalsattenuationtexture;
21 rtexture_t *r_shadow_normalscubetexture;
22 rtexture_t *r_shadow_attenuation2dtexture;
23 rtexture_t *r_shadow_blankbumptexture;
25 cvar_t r_shadow1 = {0, "r_shadow1", "2"};
26 cvar_t r_shadow2 = {0, "r_shadow2", "0"};
27 cvar_t r_shadow3 = {0, "r_shadow3", "32768"};
28 cvar_t r_shadow4 = {0, "r_shadow4", "0"};
29 cvar_t r_shadow5 = {0, "r_shadow5", "0"};
30 cvar_t r_shadow6 = {0, "r_shadow6", "0"};
31 cvar_t r_light_realtime = {0, "r_light_realtime", "0"};
32 cvar_t r_light_quality = {0, "r_light_quality", "1"};
33 cvar_t r_light_gloss = {0, "r_light_gloss", "0"};
34 cvar_t r_light_debuglight = {0, "r_light_debuglight", "-1"};
36 void r_shadow_start(void)
38 // allocate vertex processing arrays
39 r_shadow_mempool = Mem_AllocPool("R_Shadow");
40 maxshadowelements = 0;
41 shadowelements = NULL;
42 maxtrianglefacinglight = 0;
43 trianglefacinglight = NULL;
44 r_shadow_normalsattenuationtexture = NULL;
45 r_shadow_normalscubetexture = NULL;
46 r_shadow_attenuation2dtexture = NULL;
47 r_shadow_blankbumptexture = NULL;
48 r_shadow_texturepool = NULL;
51 void r_shadow_shutdown(void)
53 r_shadow_normalsattenuationtexture = NULL;
54 r_shadow_normalscubetexture = NULL;
55 r_shadow_attenuation2dtexture = NULL;
56 r_shadow_blankbumptexture = NULL;
57 R_FreeTexturePool(&r_shadow_texturepool);
58 maxshadowelements = 0;
59 shadowelements = NULL;
60 maxtrianglefacinglight = 0;
61 trianglefacinglight = NULL;
62 Mem_FreePool(&r_shadow_mempool);
65 void r_shadow_newmap(void)
69 void R_Shadow_Init(void)
71 Cvar_RegisterVariable(&r_shadow1);
72 Cvar_RegisterVariable(&r_shadow2);
73 Cvar_RegisterVariable(&r_shadow3);
74 Cvar_RegisterVariable(&r_shadow4);
75 Cvar_RegisterVariable(&r_shadow5);
76 Cvar_RegisterVariable(&r_shadow6);
77 Cvar_RegisterVariable(&r_light_realtime);
78 Cvar_RegisterVariable(&r_light_quality);
79 Cvar_RegisterVariable(&r_light_gloss);
80 Cvar_RegisterVariable(&r_light_debuglight);
81 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
84 void R_Shadow_Volume(int numverts, int numtris, float *vertex, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
86 int i, *e, *n, *out, tris;
87 float *v0, *v1, *v2, temp[3], f;
88 if (projectdistance < 0.1)
90 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
96 // a triangle facing the light source
99 // a triangle not facing the light source
102 // an extrusion of the backfaces, beginning at the original geometry and
103 // ending further from the light source than the original geometry
104 // (presumably at least as far as the light's radius, if the light has a
105 // radius at all), capped at both front and back to avoid any problems
108 // draws the shadow volumes of the model.
110 // vertex loations must already be in vertex before use.
111 // vertex must have capacity for numverts * 2.
113 // make sure trianglefacinglight is big enough for this volume
114 if (maxtrianglefacinglight < numtris)
116 maxtrianglefacinglight = numtris;
117 if (trianglefacinglight)
118 Mem_Free(trianglefacinglight);
119 trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight);
122 // make sure shadowelements is big enough for this volume
123 if (maxshadowelements < numtris * 24)
125 maxshadowelements = numtris * 24;
127 Mem_Free(shadowelements);
128 shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
131 // make projected vertices
132 // by clever use of elements we'll construct the whole shadow from
133 // the unprojected vertices and these projected vertices
134 for (i = 0, v0 = vertex, v1 = vertex + numverts * 4;i < numverts;i++, v0 += 4, v1 += 4)
137 v1[0] = v0[0] + 50.0f * (v0[0] - relativelightorigin[0]);
138 v1[1] = v0[1] + 50.0f * (v0[1] - relativelightorigin[1]);
139 v1[2] = v0[2] + 50.0f * (v0[2] - relativelightorigin[2]);
141 VectorSubtract(v0, relativelightorigin, temp);
142 f = lightradius / sqrt(DotProduct(temp,temp));
145 VectorMA(relativelightorigin, f, temp, v1);
147 VectorSubtract(v0, relativelightorigin, temp);
148 f = projectdistance / sqrt(DotProduct(temp,temp));
149 VectorMA(v0, f, temp, v1);
153 // check which triangles are facing the light
154 for (i = 0, e = elements;i < numtris;i++, e += 3)
156 // calculate triangle facing flag
157 v0 = vertex + e[0] * 4;
158 v1 = vertex + e[1] * 4;
159 v2 = vertex + e[2] * 4;
160 // we do not need to normalize the surface normal because both sides
161 // of the comparison use it, therefore they are both multiplied the
162 // same amount... furthermore the subtract can be done on the
163 // vectors, saving a little bit of math in the dotproducts
166 // subtracts v1 from v0 and v2, combined into a crossproduct,
167 // combined with a dotproduct of the light location relative to the
168 // first point of the triangle (any point works, since the triangle
169 // is obviously flat), and finally a comparison to determine if the
170 // light is infront of the triangle (the goal of this statement)
171 trianglefacinglight[i] =
172 (relativelightorigin[0] - v0[0]) * ((v0[1] - v1[1]) * (v2[2] - v1[2]) - (v0[2] - v1[2]) * (v2[1] - v1[1]))
173 + (relativelightorigin[1] - v0[1]) * ((v0[2] - v1[2]) * (v2[0] - v1[0]) - (v0[0] - v1[0]) * (v2[2] - v1[2]))
174 + (relativelightorigin[2] - v0[2]) * ((v0[0] - v1[0]) * (v2[1] - v1[1]) - (v0[1] - v1[1]) * (v2[0] - v1[0])) > 0;
178 float dir0[3], dir1[3];
180 // calculate two mostly perpendicular edge directions
181 VectorSubtract(v0, v1, dir0);
182 VectorSubtract(v2, v1, dir1);
184 // we have two edge directions, we can calculate a third vector from
185 // them, which is the direction of the surface normal (it's magnitude
187 CrossProduct(dir0, dir1, temp);
189 // this is entirely unnecessary, but kept for clarity
190 //VectorNormalize(temp);
192 // compare distance of light along normal, with distance of any point
193 // of the triangle along the same normal (the triangle is planar,
194 // I.E. flat, so all points give the same answer)
195 // the normal is not normalized because it is used on both sides of
196 // the comparison, so it's magnitude does not matter
197 //trianglefacinglight[i] = DotProduct(relativelightorigin, temp) >= DotProduct(v0, temp);
198 f = DotProduct(relativelightorigin, temp) - DotProduct(v0, temp);
199 trianglefacinglight[i] = f > 0 && f < lightradius * sqrt(DotProduct(temp, temp));
204 // output triangle elements
205 out = shadowelements;
208 // check each backface for bordering frontfaces,
209 // and cast shadow polygons from those edges,
210 // also create front and back caps for shadow volume
211 for (i = 0, e = elements, n = neighbors;i < numtris;i++, e += 3, n += 3)
213 if (!trianglefacinglight[i])
215 // triangle is backface and therefore casts shadow,
216 // output front and back caps for shadow volume
218 // front cap (with flipped winding order)
223 out[3] = e[0] + numverts;
224 out[4] = e[1] + numverts;
225 out[5] = e[2] + numverts;
230 out[0] = e[0] + numverts;
231 out[1] = e[1] + numverts;
232 out[2] = e[2] + numverts;
237 if (n[0] < 0 || trianglefacinglight[n[0]])
241 out[2] = e[1] + numverts;
243 out[4] = e[1] + numverts;
244 out[5] = e[0] + numverts;
248 if (n[1] < 0 || trianglefacinglight[n[1]])
252 out[2] = e[2] + numverts;
254 out[4] = e[2] + numverts;
255 out[5] = e[1] + numverts;
259 if (n[2] < 0 || trianglefacinglight[n[2]])
263 out[2] = e[0] + numverts;
265 out[4] = e[0] + numverts;
266 out[5] = e[2] + numverts;
272 R_Shadow_RenderVolume(numverts * 2, tris, shadowelements);
275 void R_Shadow_RenderVolume(int numverts, int numtris, int *elements)
277 if (!numverts || !numtris)
280 if (r_shadowstage == SHADOWSTAGE_STENCIL)
282 // increment stencil if backface is behind depthbuffer
283 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
284 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
285 R_Mesh_Draw(numverts, numtris, elements);
286 // decrement stencil if frontface is behind depthbuffer
287 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
288 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
289 R_Mesh_Draw(numverts, numtris, elements);
292 R_Mesh_Draw(numverts, numtris, elements);
295 float r_shadow_atten1, r_shadow_atten2, r_shadow_atten5;
296 #define ATTEN3DSIZE 64
297 static void R_Shadow_Make3DTextures(void)
300 float v[3], intensity, ilen, bordercolor[4];
302 if (r_light_quality.integer != 1 || !gl_texture3d)
304 data = Mem_Alloc(tempmempool, ATTEN3DSIZE * ATTEN3DSIZE * ATTEN3DSIZE * 4);
305 for (z = 0;z < ATTEN3DSIZE;z++)
307 for (y = 0;y < ATTEN3DSIZE;y++)
309 for (x = 0;x < ATTEN3DSIZE;x++)
311 v[0] = (x + 0.5f) * (2.0f / (float) ATTEN3DSIZE) - 1.0f;
312 v[1] = (y + 0.5f) * (2.0f / (float) ATTEN3DSIZE) - 1.0f;
313 v[2] = (z + 0.5f) * (2.0f / (float) ATTEN3DSIZE) - 1.0f;
314 intensity = 1.0f - sqrt(DotProduct(v, v));
316 intensity *= intensity;
317 ilen = 127.0f * bound(0, intensity * r_shadow_atten1, 1) / sqrt(DotProduct(v, v));
318 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = 128.0f + ilen * v[0];
319 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = 128.0f + ilen * v[1];
320 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = 128.0f + ilen * v[2];
321 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = 255;
325 r_shadow_normalsattenuationtexture = R_LoadTexture3D(r_shadow_texturepool, "normalsattenuation", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
326 bordercolor[0] = 0.5f;
327 bordercolor[1] = 0.5f;
328 bordercolor[2] = 0.5f;
329 bordercolor[3] = 1.0f;
330 qglTexParameterfv(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, bordercolor);
334 static void R_Shadow_MakeTextures(void)
337 float v[3], s, t, intensity;
339 data = Mem_Alloc(tempmempool, 6*128*128*4);
340 R_FreeTexturePool(&r_shadow_texturepool);
341 r_shadow_texturepool = R_AllocTexturePool();
342 r_shadow_atten1 = r_shadow1.value;
343 r_shadow_atten2 = r_shadow2.value;
344 r_shadow_atten5 = r_shadow5.value;
345 for (y = 0;y < 128;y++)
347 for (x = 0;x < 128;x++)
349 data[((0*128+y)*128+x)*4+0] = 128;
350 data[((0*128+y)*128+x)*4+1] = 128;
351 data[((0*128+y)*128+x)*4+2] = 255;
352 data[((0*128+y)*128+x)*4+3] = 255;
355 r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 128, 128, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
356 for (side = 0;side < 6;side++)
358 for (y = 0;y < 128;y++)
360 for (x = 0;x < 128;x++)
362 s = (x + 0.5f) * (2.0f / 128.0f) - 1.0f;
363 t = (y + 0.5f) * (2.0f / 128.0f) - 1.0f;
397 intensity = 127.0f / sqrt(DotProduct(v, v));
398 data[((side*128+y)*128+x)*4+0] = 128.0f + intensity * v[0];
399 data[((side*128+y)*128+x)*4+1] = 128.0f + intensity * v[1];
400 data[((side*128+y)*128+x)*4+2] = 128.0f + intensity * v[2];
401 data[((side*128+y)*128+x)*4+3] = 255;
405 r_shadow_normalscubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalscube", 128, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
406 for (y = 0;y < 128;y++)
408 for (x = 0;x < 128;x++)
410 v[0] = (x + 0.5f) * (2.0f / 128.0f) - 1.0f;
411 v[1] = (y + 0.5f) * (2.0f / 128.0f) - 1.0f;
413 intensity = 1.0f - sqrt(DotProduct(v, v));
415 intensity *= intensity;
416 intensity = bound(0, intensity * r_shadow_atten1 * 256.0f, 255.0f);
417 d = bound(0, intensity, 255);
418 data[((0*128+y)*128+x)*4+0] = d;
419 data[((0*128+y)*128+x)*4+1] = d;
420 data[((0*128+y)*128+x)*4+2] = d;
421 data[((0*128+y)*128+x)*4+3] = d;
424 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", 128, 128, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_MIPMAP, NULL);
426 R_Shadow_Make3DTextures();
429 void R_Shadow_Stage_Begin(void)
433 if (r_light_quality.integer == 1 && !gl_texture3d)
435 Con_Printf("3D texture support not detected, falling back on slower 2D + 1D + normalization lighting\n");
436 Cvar_SetValueQuick(&r_light_quality, 0);
438 //cl.worldmodel->numlights = min(cl.worldmodel->numlights, 1);
439 if (!r_shadow_attenuation2dtexture
440 || (r_light_quality.integer == 1 && !r_shadow_normalsattenuationtexture)
441 || r_shadow1.value != r_shadow_atten1
442 || r_shadow2.value != r_shadow_atten2
443 || r_shadow5.value != r_shadow_atten5)
444 R_Shadow_MakeTextures();
446 memset(&m, 0, sizeof(m));
447 m.blendfunc1 = GL_ONE;
448 m.blendfunc2 = GL_ZERO;
450 GL_Color(0, 0, 0, 1);
451 r_shadowstage = SHADOWSTAGE_NONE;
454 void R_Shadow_Stage_ShadowVolumes(void)
457 memset(&m, 0, sizeof(m));
458 R_Mesh_TextureState(&m);
459 GL_Color(1, 1, 1, 1);
460 qglColorMask(0, 0, 0, 0);
461 qglDisable(GL_BLEND);
463 qglDepthFunc(GL_LESS);
465 qglClear(GL_STENCIL_BUFFER_BIT);
466 qglEnable(GL_STENCIL_TEST);
467 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
468 qglStencilFunc(GL_ALWAYS, 0, 0xFF);
469 qglEnable(GL_CULL_FACE);
470 qglEnable(GL_DEPTH_TEST);
471 r_shadowstage = SHADOWSTAGE_STENCIL;
474 void R_Shadow_Stage_Light(void)
477 memset(&m, 0, sizeof(m));
478 R_Mesh_TextureState(&m);
479 qglActiveTexture(GL_TEXTURE0_ARB);
482 qglBlendFunc(GL_ONE, GL_ONE);
483 GL_Color(1, 1, 1, 1);
484 qglColorMask(1, 1, 1, 1);
486 qglDepthFunc(GL_EQUAL);
487 qglEnable(GL_STENCIL_TEST);
488 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
489 // only draw light where this geometry was already rendered AND the
490 // stencil is 0 (non-zero means shadow)
491 qglStencilFunc(GL_EQUAL, 0, 0xFF);
492 qglEnable(GL_CULL_FACE);
493 qglEnable(GL_DEPTH_TEST);
494 r_shadowstage = SHADOWSTAGE_LIGHT;
497 void R_Shadow_Stage_EraseShadowVolumes(void)
500 memset(&m, 0, sizeof(m));
501 R_Mesh_TextureState(&m);
502 GL_Color(1, 1, 1, 1);
503 qglColorMask(0, 0, 0, 0);
504 qglDisable(GL_BLEND);
506 qglDepthFunc(GL_LESS);
508 qglClear(GL_STENCIL_BUFFER_BIT);
509 qglEnable(GL_STENCIL_TEST);
510 qglStencilOp(GL_ZERO, GL_KEEP, GL_KEEP);
511 qglStencilFunc(GL_NOTEQUAL, 0, 0xFF);
512 qglDisable(GL_CULL_FACE);
513 qglDisable(GL_DEPTH_TEST);
514 r_shadowstage = SHADOWSTAGE_ERASESTENCIL;
517 void R_Shadow_Stage_End(void)
519 // attempt to restore state to what Mesh_State thinks it is
520 qglDisable(GL_BLEND);
521 qglBlendFunc(GL_ONE, GL_ZERO);
523 // now restore the rest of the state to normal
524 GL_Color(1, 1, 1, 1);
525 qglColorMask(1, 1, 1, 1);
526 qglDepthFunc(GL_LEQUAL);
527 qglDisable(GL_STENCIL_TEST);
528 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
529 qglStencilFunc(GL_ALWAYS, 0, 0xFF);
530 qglEnable(GL_CULL_FACE);
531 qglEnable(GL_DEPTH_TEST);
532 r_shadowstage = SHADOWSTAGE_NONE;
535 void R_Shadow_GenTexCoords_Attenuation2D1D(float *out2d, float *out1d, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, float lightradius)
538 float lightvec[3], iradius;
539 iradius = 0.5f / lightradius;
540 for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out2d += 4, out1d += 4)
542 VectorSubtract(vertex, relativelightorigin, lightvec);
543 out2d[0] = 0.5f + DotProduct(svectors, lightvec) * iradius;
544 out2d[1] = 0.5f + DotProduct(tvectors, lightvec) * iradius;
546 out1d[0] = 0.5f + DotProduct(normals, lightvec) * iradius;
552 void R_Shadow_GenTexCoords_Diffuse_Attenuation3D(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, float lightradius)
555 float lightvec[3], iradius;
556 iradius = 0.5f / lightradius;
557 for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
559 VectorSubtract(vertex, relativelightorigin, lightvec);
560 out[0] = 0.5f + DotProduct(svectors, lightvec) * iradius;
561 out[1] = 0.5f + DotProduct(tvectors, lightvec) * iradius;
562 out[2] = 0.5f + DotProduct(normals, lightvec) * iradius;
566 void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin)
570 for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
572 VectorSubtract(vertex, relativelightorigin, lightdir);
573 // the cubemap normalizes this for us
574 out[0] = DotProduct(svectors, lightdir);
575 out[1] = DotProduct(tvectors, lightdir);
576 out[2] = DotProduct(normals, lightdir);
580 void R_Shadow_GenTexCoords_Specular_Attenuation3D(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin, float lightradius)
583 float lightdir[3], eyedir[3], halfdir[3], lightdirlen, iradius;
584 iradius = 0.5f / lightradius;
585 for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
587 VectorSubtract(vertex, relativelightorigin, lightdir);
588 // this is used later to make the attenuation correct
589 lightdirlen = sqrt(DotProduct(lightdir, lightdir)) * iradius;
590 VectorNormalizeFast(lightdir);
591 VectorSubtract(vertex, relativeeyeorigin, eyedir);
592 VectorNormalizeFast(eyedir);
593 VectorAdd(lightdir, eyedir, halfdir);
594 VectorNormalizeFast(halfdir);
595 out[0] = 0.5f + DotProduct(svectors, halfdir) * lightdirlen;
596 out[1] = 0.5f + DotProduct(tvectors, halfdir) * lightdirlen;
597 out[2] = 0.5f + DotProduct(normals, halfdir) * lightdirlen;
601 void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
604 float lightdir[3], eyedir[3], halfdir[3];
605 for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
607 VectorSubtract(vertex, relativelightorigin, lightdir);
608 VectorNormalizeFast(lightdir);
609 VectorSubtract(vertex, relativeeyeorigin, eyedir);
610 VectorNormalizeFast(eyedir);
611 VectorAdd(lightdir, eyedir, halfdir);
612 // the cubemap normalizes this for us
613 out[0] = DotProduct(svectors, halfdir);
614 out[1] = DotProduct(tvectors, halfdir);
615 out[2] = DotProduct(normals, halfdir);
619 void R_Shadow_GenTexCoords_LightCubeMap(float *out, int numverts, const float *vertex, const vec3_t relativelightorigin)
622 // FIXME: this needs to be written
623 // this code assumes the vertices are in worldspace (a false assumption)
624 for (i = 0;i < numverts;i++, vertex += 4, out += 4)
625 VectorSubtract(vertex, relativelightorigin, out);
628 void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, rtexture_t *basetexture, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
631 float scale, colorscale;
633 memset(&m, 0, sizeof(m));
635 bumptexture = r_shadow_blankbumptexture;
636 // colorscale accounts for how much we multiply the brightness during combine
637 if (r_light_quality.integer == 1)
639 if (r_textureunits.integer >= 4)
640 colorscale = r_colorscale * 0.125f / r_shadow3.value;
642 colorscale = r_colorscale * 0.5f / r_shadow3.value;
645 colorscale = r_colorscale * 0.5f / r_shadow3.value;
646 // limit mult to 64 for sanity sake
647 for (mult = 1, scale = ixtable[mult];mult < 64 && (lightcolor[0] * scale * colorscale > 1 || lightcolor[1] * scale * colorscale > 1 || lightcolor[2] * scale * colorscale > 1);mult++, scale = ixtable[mult]);
649 for (;mult > 0;mult--)
651 if (r_light_quality.integer == 1)
653 if (r_textureunits.integer >= 4)
655 // 4 texture 3D path, two pass
656 m.tex[0] = R_GetTexture(bumptexture);
657 m.tex3d[1] = R_GetTexture(r_shadow_normalsattenuationtexture);
658 m.tex[2] = R_GetTexture(basetexture);
659 m.texcubemap[3] = R_GetTexture(lightcubemap);
660 m.tex[3] = R_GetTexture(r_notexture);
661 m.texcombinergb[0] = GL_REPLACE;
662 m.texcombinergb[1] = GL_DOT3_RGB_ARB;
663 m.texcombinergb[2] = GL_MODULATE;
664 m.texcombinergb[3] = GL_MODULATE;
665 m.texrgbscale[1] = 2;
666 m.texrgbscale[3] = 4;
667 R_Mesh_TextureState(&m);
668 GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1);
669 memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
670 memcpy(varray_texcoord[2], texcoords, numverts * sizeof(float[4]));
672 R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[3], numverts, varray_vertex, relativelightorigin);
675 qglActiveTexture(GL_TEXTURE3_ARB);
676 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);
678 R_Shadow_GenTexCoords_Diffuse_Attenuation3D(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
679 R_Mesh_Draw(numverts, numtriangles, elements);
682 qglActiveTexture(GL_TEXTURE3_ARB);
683 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
685 if (r_light_gloss.integer && glosstexture)
687 m.tex[2] = R_GetTexture(glosstexture);
688 R_Mesh_TextureState(&m);
689 R_Shadow_GenTexCoords_Specular_Attenuation3D(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, relativeeyeorigin, lightradius);
692 qglActiveTexture(GL_TEXTURE3_ARB);
693 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);
695 R_Mesh_Draw(numverts, numtriangles, elements);
698 qglActiveTexture(GL_TEXTURE3_ARB);
699 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
705 // 2 texture 3D path, four pass
706 m.tex[0] = R_GetTexture(bumptexture);
707 m.tex3d[1] = R_GetTexture(r_shadow_normalsattenuationtexture);
708 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
709 m.texalphascale[1] = 2;
710 R_Mesh_TextureState(&m);
711 qglColorMask(0,0,0,1);
712 qglDisable(GL_BLEND);
714 memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
715 R_Shadow_GenTexCoords_Diffuse_Attenuation3D(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
716 R_Mesh_Draw(numverts, numtriangles, elements);
718 m.tex[0] = R_GetTexture(basetexture);
720 m.texcubemap[1] = R_GetTexture(lightcubemap);
721 m.texcombinergb[1] = GL_MODULATE;
722 m.texrgbscale[1] = 1;
723 m.texalphascale[1] = 1;
724 R_Mesh_TextureState(&m);
725 qglColorMask(1,1,1,1);
726 qglBlendFunc(GL_DST_ALPHA, GL_ONE);
728 GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1);
730 R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
731 R_Mesh_Draw(numverts, numtriangles, elements);
736 // 2 texture no3D path, six pass
737 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
738 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
739 R_Mesh_TextureState(&m);
740 qglColorMask(0,0,0,1);
741 qglDisable(GL_BLEND);
743 R_Shadow_GenTexCoords_Attenuation2D1D(varray_texcoord[0], varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
744 R_Mesh_Draw(numverts, numtriangles, elements);
746 m.tex[0] = R_GetTexture(bumptexture);
748 m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
749 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
750 m.texalphascale[1] = 2;
751 R_Mesh_TextureState(&m);
752 qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
754 memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
755 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
756 R_Mesh_Draw(numverts, numtriangles, elements);
758 m.tex[0] = R_GetTexture(basetexture);
759 m.texcubemap[1] = R_GetTexture(lightcubemap);
760 m.texcombinergb[1] = GL_MODULATE;
761 m.texrgbscale[1] = 1;
762 m.texalphascale[1] = 1;
763 R_Mesh_TextureState(&m);
764 qglColorMask(1,1,1,1);
765 qglBlendFunc(GL_DST_ALPHA, GL_ONE);
766 GL_Color(lightcolor[0] * colorscale, lightcolor[1] * colorscale, lightcolor[2] * colorscale, 1);
768 R_Shadow_GenTexCoords_LightCubeMap(varray_texcoord[1], numverts, varray_vertex, relativelightorigin);
769 R_Mesh_Draw(numverts, numtriangles, elements);