3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_STENCIL,
149 R_SHADOW_RENDERMODE_STENCILTWOSIDE,
150 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
151 R_SHADOW_RENDERMODE_LIGHT_DOT3,
152 R_SHADOW_RENDERMODE_LIGHT_GLSL,
153 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
154 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
156 r_shadow_rendermode_t;
158 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
159 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
162 mempool_t *r_shadow_mempool;
164 int maxshadowelements;
178 int r_shadow_buffer_numleafpvsbytes;
179 unsigned char *r_shadow_buffer_leafpvs;
180 int *r_shadow_buffer_leaflist;
182 int r_shadow_buffer_numsurfacepvsbytes;
183 unsigned char *r_shadow_buffer_surfacepvs;
184 int *r_shadow_buffer_surfacelist;
186 rtexturepool_t *r_shadow_texturepool;
187 rtexture_t *r_shadow_attenuation2dtexture;
188 rtexture_t *r_shadow_attenuation3dtexture;
190 // lights are reloaded when this changes
191 char r_shadow_mapname[MAX_QPATH];
193 // used only for light filters (cubemaps)
194 rtexturepool_t *r_shadow_filters_texturepool;
196 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
197 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
198 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
199 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
200 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
201 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
202 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
203 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
204 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
205 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
206 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
207 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
208 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
209 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal culling optimizations on dynamic lights (slow! you probably don't want this!)"};
210 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
211 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
212 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
213 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
214 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
215 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
216 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
217 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
218 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
219 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_shadow_glsl lighting)"};
220 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
221 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0", "enables offset mapping effect (also known as parallax mapping or sometimes as virtual displacement mapping, not as good as relief mapping or silohuette mapping but much faster), can cause strange artifacts on many textures, requires bumpmaps for depth information (normalmaps can have depth information as alpha channel, but most do not)"};
222 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04", "how deep the offset mapping effect is, and whether it is inward or outward"};
223 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04", "pushes the effect closer/further"};
224 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0", "use half and hvec variables in GLSL shader for a speed gain (NVIDIA only)"};
225 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1", "normalize bumpmap texels in GLSL shader, produces a more rounded look on small bumps and dents"};
226 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
227 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
228 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
229 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
230 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
231 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
232 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
234 float r_shadow_attenpower, r_shadow_attenscale;
236 rtlight_t *r_shadow_compilingrtlight;
237 dlight_t *r_shadow_worldlightchain;
238 dlight_t *r_shadow_selectedlight;
239 dlight_t r_shadow_bufferlight;
240 vec3_t r_editlights_cursorlocation;
242 rtexture_t *lighttextures[5];
244 extern int con_vislines;
246 typedef struct cubemapinfo_s
253 #define MAX_CUBEMAPS 256
254 static int numcubemaps;
255 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
257 #define SHADERPERMUTATION_COLORMAPPING (1<<0)
258 #define SHADERPERMUTATION_SPECULAR (1<<1)
259 #define SHADERPERMUTATION_FOG (1<<2)
260 #define SHADERPERMUTATION_CUBEFILTER (1<<3)
261 #define SHADERPERMUTATION_OFFSETMAPPING (1<<4)
262 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<5)
263 #define SHADERPERMUTATION_GEFORCEFX (1<<6)
264 #define SHADERPERMUTATION_COUNT (1<<7)
266 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
268 void R_Shadow_UncompileWorldLights(void);
269 void R_Shadow_ClearWorldLights(void);
270 void R_Shadow_SaveWorldLights(void);
271 void R_Shadow_LoadWorldLights(void);
272 void R_Shadow_LoadLightsFile(void);
273 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
274 void R_Shadow_EditLights_Reload_f(void);
275 void R_Shadow_ValidateCvars(void);
276 static void R_Shadow_MakeTextures(void);
277 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
279 const char *builtinshader_light_vert =
280 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
281 "// written by Forest 'LordHavoc' Hale\n"
283 "// use half floats if available for math performance\n"
285 "#define myhalf half\n"
286 "#define myhvec2 hvec2\n"
287 "#define myhvec3 hvec3\n"
288 "#define myhvec4 hvec4\n"
290 "#define myhalf float\n"
291 "#define myhvec2 vec2\n"
292 "#define myhvec3 vec3\n"
293 "#define myhvec4 vec4\n"
296 "uniform vec3 LightPosition;\n"
298 "varying vec2 TexCoord;\n"
299 "varying myhvec3 CubeVector;\n"
300 "varying vec3 LightVector;\n"
302 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
303 "uniform vec3 EyePosition;\n"
304 "varying vec3 EyeVector;\n"
307 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
311 " // copy the surface texcoord\n"
312 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
314 " // transform vertex position into light attenuation/cubemap space\n"
315 " // (-1 to +1 across the light box)\n"
316 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
318 " // transform unnormalized light direction into tangent space\n"
319 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
320 " // normalize it per pixel)\n"
321 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
322 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
323 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
324 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
326 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
327 " // transform unnormalized eye direction into tangent space\n"
328 " vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
329 " EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
330 " EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
331 " EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
334 " // transform vertex to camera space, using ftransform to match non-VS\n"
336 " gl_Position = ftransform();\n"
340 const char *builtinshader_light_frag =
341 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
342 "// written by Forest 'LordHavoc' Hale\n"
344 "// use half floats if available for math performance\n"
346 "#define myhalf half\n"
347 "#define myhvec2 hvec2\n"
348 "#define myhvec3 hvec3\n"
349 "#define myhvec4 hvec4\n"
351 "#define myhalf float\n"
352 "#define myhvec2 vec2\n"
353 "#define myhvec3 vec3\n"
354 "#define myhvec4 vec4\n"
357 "uniform myhvec3 LightColor;\n"
358 "#ifdef USEOFFSETMAPPING\n"
359 "uniform myhalf OffsetMapping_Scale;\n"
360 "uniform myhalf OffsetMapping_Bias;\n"
362 "#ifdef USESPECULAR\n"
363 "uniform myhalf SpecularPower;\n"
366 "uniform myhalf FogRangeRecip;\n"
368 "uniform myhalf AmbientScale;\n"
369 "uniform myhalf DiffuseScale;\n"
370 "#ifdef USESPECULAR\n"
371 "uniform myhalf SpecularScale;\n"
374 "#ifdef USECOLORMAPPING\n"
375 "uniform myhvec3 Color_Pants;\n"
376 "uniform myhvec3 Color_Shirt;\n"
379 "uniform sampler2D Texture_Normal;\n"
380 "uniform sampler2D Texture_Color;\n"
381 "uniform sampler2D Texture_Pants;\n"
382 "uniform sampler2D Texture_Shirt;\n"
383 "#ifdef USESPECULAR\n"
384 "uniform sampler2D Texture_Gloss;\n"
386 "#ifdef USECUBEFILTER\n"
387 "uniform samplerCube Texture_Cube;\n"
390 "uniform sampler2D Texture_FogMask;\n"
393 "varying vec2 TexCoord;\n"
394 "varying myhvec3 CubeVector;\n"
395 "varying vec3 LightVector;\n"
396 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
397 "varying vec3 EyeVector;\n"
404 " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
405 " // center and sharp falloff at the edge, this is about the most efficient\n"
406 " // we can get away with as far as providing illumination.\n"
408 " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
409 " // provide significant illumination, large = slow = pain.\n"
410 " myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
414 " colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
417 "#ifdef USEOFFSETMAPPING\n"
418 " // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
419 " myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
420 " myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
421 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
422 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
423 "#define TexCoord TexCoordOffset\n"
426 " // get the surface normal\n"
427 "#ifdef SURFACENORMALIZE\n"
428 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
430 " myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
433 " // calculate shading\n"
434 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
435 " myhvec4 texturecolor = myhvec4(texture2D(Texture_Color, TexCoord));\n"
436 " colorscale *= texturecolor.a;\n"
437 " myhvec3 color = myhvec3(texturecolor);\n"
438 "#ifdef USECOLORMAPPING\n"
439 " color += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
441 " color *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
442 "#ifdef USESPECULAR\n"
443 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
444 " color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
447 "#ifdef USECUBEFILTER\n"
448 " // apply light cubemap filter\n"
449 " color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
452 " // calculate fragment color (apply light color and attenuation/fog scaling)\n"
453 " gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
457 void r_shadow_start(void)
460 // use half float math where available (speed gain on NVIDIA GFFX and GF6)
461 if (gl_support_half_float)
462 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
463 // allocate vertex processing arrays
465 r_shadow_attenuation2dtexture = NULL;
466 r_shadow_attenuation3dtexture = NULL;
467 r_shadow_texturepool = NULL;
468 r_shadow_filters_texturepool = NULL;
469 R_Shadow_ValidateCvars();
470 R_Shadow_MakeTextures();
471 maxshadowelements = 0;
472 shadowelements = NULL;
480 shadowmarklist = NULL;
482 r_shadow_buffer_numleafpvsbytes = 0;
483 r_shadow_buffer_leafpvs = NULL;
484 r_shadow_buffer_leaflist = NULL;
485 r_shadow_buffer_numsurfacepvsbytes = 0;
486 r_shadow_buffer_surfacepvs = NULL;
487 r_shadow_buffer_surfacelist = NULL;
488 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
489 r_shadow_program_light[i] = 0;
490 if (gl_support_fragment_shader)
492 char *vertstring, *fragstring;
493 int vertstrings_count;
494 int fragstrings_count;
495 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
496 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
497 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false, NULL);
498 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false, NULL);
499 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
501 char permutationname[256];
502 vertstrings_count = 0;
503 fragstrings_count = 0;
504 permutationname[0] = 0;
505 if (i & SHADERPERMUTATION_COLORMAPPING)
507 vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n";
508 fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n";
509 strlcat(permutationname, " colormapping", sizeof(permutationname));
511 if (i & SHADERPERMUTATION_SPECULAR)
513 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
514 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
515 strlcat(permutationname, " specular", sizeof(permutationname));
517 if (i & SHADERPERMUTATION_FOG)
519 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
520 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
521 strlcat(permutationname, " fog", sizeof(permutationname));
523 if (i & SHADERPERMUTATION_CUBEFILTER)
525 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
526 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
527 strlcat(permutationname, " cubefilter", sizeof(permutationname));
529 if (i & SHADERPERMUTATION_OFFSETMAPPING)
531 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
532 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
533 strlcat(permutationname, " offsetmapping", sizeof(permutationname));
535 if (i & SHADERPERMUTATION_SURFACENORMALIZE)
537 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
538 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
539 strlcat(permutationname, " surfacenormalize", sizeof(permutationname));
541 if (i & SHADERPERMUTATION_GEFORCEFX)
543 // if the extension does not exist, don't try to compile it
544 if (!gl_support_half_float)
546 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
547 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
548 strlcat(permutationname, " halffloat", sizeof(permutationname));
550 vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
551 fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
552 r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
553 if (!r_shadow_program_light[i])
555 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/light");
558 qglUseProgramObjectARB(r_shadow_program_light[i]);
559 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
560 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
561 if (i & SHADERPERMUTATION_SPECULAR)
563 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
565 if (i & SHADERPERMUTATION_CUBEFILTER)
567 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
569 if (i & SHADERPERMUTATION_FOG)
571 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
573 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Pants"), 5);CHECKGLERROR
574 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Shirt"), 6);CHECKGLERROR
576 qglUseProgramObjectARB(0);
578 Mem_Free(fragstring);
580 Mem_Free(vertstring);
584 void r_shadow_shutdown(void)
587 R_Shadow_UncompileWorldLights();
588 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
590 if (r_shadow_program_light[i])
592 GL_Backend_FreeProgram(r_shadow_program_light[i]);
593 r_shadow_program_light[i] = 0;
597 r_shadow_attenuation2dtexture = NULL;
598 r_shadow_attenuation3dtexture = NULL;
599 R_FreeTexturePool(&r_shadow_texturepool);
600 R_FreeTexturePool(&r_shadow_filters_texturepool);
601 maxshadowelements = 0;
603 Mem_Free(shadowelements);
604 shadowelements = NULL;
607 Mem_Free(vertexupdate);
610 Mem_Free(vertexremap);
616 Mem_Free(shadowmark);
619 Mem_Free(shadowmarklist);
620 shadowmarklist = NULL;
622 r_shadow_buffer_numleafpvsbytes = 0;
623 if (r_shadow_buffer_leafpvs)
624 Mem_Free(r_shadow_buffer_leafpvs);
625 r_shadow_buffer_leafpvs = NULL;
626 if (r_shadow_buffer_leaflist)
627 Mem_Free(r_shadow_buffer_leaflist);
628 r_shadow_buffer_leaflist = NULL;
629 r_shadow_buffer_numsurfacepvsbytes = 0;
630 if (r_shadow_buffer_surfacepvs)
631 Mem_Free(r_shadow_buffer_surfacepvs);
632 r_shadow_buffer_surfacepvs = NULL;
633 if (r_shadow_buffer_surfacelist)
634 Mem_Free(r_shadow_buffer_surfacelist);
635 r_shadow_buffer_surfacelist = NULL;
638 void r_shadow_newmap(void)
642 void R_Shadow_Help_f(void)
645 "Documentation on r_shadow system:\n"
647 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
648 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
649 "r_shadow_debuglight : render only this light number (-1 = all)\n"
650 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
651 "r_shadow_gloss2intensity : brightness of forced gloss\n"
652 "r_shadow_glossintensity : brightness of textured gloss\n"
653 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
654 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
655 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
656 "r_shadow_portallight : use portal visibility for static light precomputation\n"
657 "r_shadow_projectdistance : shadow volume projection distance\n"
658 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
659 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
660 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
661 "r_shadow_realtime_world : use high quality world lighting mode\n"
662 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
663 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
664 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
665 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
666 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
667 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
668 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
669 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
670 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
671 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
672 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
673 "r_shadow_scissor : use scissor optimization\n"
674 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
675 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
676 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
677 "r_showlighting : useful for performance testing; bright = slow!\n"
678 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
680 "r_shadow_help : this help\n"
684 void R_Shadow_Init(void)
686 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
687 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
688 Cvar_RegisterVariable(&r_shadow_debuglight);
689 Cvar_RegisterVariable(&r_shadow_gloss);
690 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
691 Cvar_RegisterVariable(&r_shadow_glossintensity);
692 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
693 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
694 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
695 Cvar_RegisterVariable(&r_shadow_portallight);
696 Cvar_RegisterVariable(&r_shadow_projectdistance);
697 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
698 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
699 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
700 Cvar_RegisterVariable(&r_shadow_realtime_world);
701 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
702 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
703 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
704 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
705 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
706 Cvar_RegisterVariable(&r_shadow_scissor);
707 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
708 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
709 Cvar_RegisterVariable(&r_shadow_texture3d);
710 Cvar_RegisterVariable(&r_shadow_glsl);
711 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
712 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
713 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
714 Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
715 Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
716 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
717 if (gamemode == GAME_TENEBRAE)
719 Cvar_SetValue("r_shadow_gloss", 2);
720 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
722 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
723 R_Shadow_EditLights_Init();
724 r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
725 r_shadow_worldlightchain = NULL;
726 maxshadowelements = 0;
727 shadowelements = NULL;
735 shadowmarklist = NULL;
737 r_shadow_buffer_numleafpvsbytes = 0;
738 r_shadow_buffer_leafpvs = NULL;
739 r_shadow_buffer_leaflist = NULL;
740 r_shadow_buffer_numsurfacepvsbytes = 0;
741 r_shadow_buffer_surfacepvs = NULL;
742 r_shadow_buffer_surfacelist = NULL;
743 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
746 matrix4x4_t matrix_attenuationxyz =
749 {0.5, 0.0, 0.0, 0.5},
750 {0.0, 0.5, 0.0, 0.5},
751 {0.0, 0.0, 0.5, 0.5},
756 matrix4x4_t matrix_attenuationz =
759 {0.0, 0.0, 0.5, 0.5},
760 {0.0, 0.0, 0.0, 0.5},
761 {0.0, 0.0, 0.0, 0.5},
766 int *R_Shadow_ResizeShadowElements(int numtris)
768 // make sure shadowelements is big enough for this volume
769 if (maxshadowelements < numtris * 24)
771 maxshadowelements = numtris * 24;
773 Mem_Free(shadowelements);
774 shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
776 return shadowelements;
779 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
781 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
782 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
783 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
785 if (r_shadow_buffer_leafpvs)
786 Mem_Free(r_shadow_buffer_leafpvs);
787 if (r_shadow_buffer_leaflist)
788 Mem_Free(r_shadow_buffer_leaflist);
789 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
790 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
791 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
793 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
795 if (r_shadow_buffer_surfacepvs)
796 Mem_Free(r_shadow_buffer_surfacepvs);
797 if (r_shadow_buffer_surfacelist)
798 Mem_Free(r_shadow_buffer_surfacelist);
799 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
800 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
801 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
805 void R_Shadow_PrepareShadowMark(int numtris)
807 // make sure shadowmark is big enough for this volume
808 if (maxshadowmark < numtris)
810 maxshadowmark = numtris;
812 Mem_Free(shadowmark);
814 Mem_Free(shadowmarklist);
815 shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
816 shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
820 // if shadowmarkcount wrapped we clear the array and adjust accordingly
821 if (shadowmarkcount == 0)
824 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
829 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
832 int outtriangles = 0, outvertices = 0;
836 if (maxvertexupdate < innumvertices)
838 maxvertexupdate = innumvertices;
840 Mem_Free(vertexupdate);
842 Mem_Free(vertexremap);
843 vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
844 vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
848 if (vertexupdatenum == 0)
851 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
852 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
855 for (i = 0;i < numshadowmarktris;i++)
856 shadowmark[shadowmarktris[i]] = shadowmarkcount;
858 for (i = 0;i < numshadowmarktris;i++)
860 element = inelement3i + shadowmarktris[i] * 3;
861 // make sure the vertices are created
862 for (j = 0;j < 3;j++)
864 if (vertexupdate[element[j]] != vertexupdatenum)
866 float ratio, direction[3];
867 vertexupdate[element[j]] = vertexupdatenum;
868 vertexremap[element[j]] = outvertices;
869 vertex = invertex3f + element[j] * 3;
870 // project one copy of the vertex to the sphere radius of the light
871 // (FIXME: would projecting it to the light box be better?)
872 VectorSubtract(vertex, projectorigin, direction);
873 ratio = projectdistance / VectorLength(direction);
874 VectorCopy(vertex, outvertex3f);
875 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
882 for (i = 0;i < numshadowmarktris;i++)
884 int remappedelement[3];
886 const int *neighbortriangle;
888 markindex = shadowmarktris[i] * 3;
889 element = inelement3i + markindex;
890 neighbortriangle = inneighbor3i + markindex;
891 // output the front and back triangles
892 outelement3i[0] = vertexremap[element[0]];
893 outelement3i[1] = vertexremap[element[1]];
894 outelement3i[2] = vertexremap[element[2]];
895 outelement3i[3] = vertexremap[element[2]] + 1;
896 outelement3i[4] = vertexremap[element[1]] + 1;
897 outelement3i[5] = vertexremap[element[0]] + 1;
901 // output the sides (facing outward from this triangle)
902 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
904 remappedelement[0] = vertexremap[element[0]];
905 remappedelement[1] = vertexremap[element[1]];
906 outelement3i[0] = remappedelement[1];
907 outelement3i[1] = remappedelement[0];
908 outelement3i[2] = remappedelement[0] + 1;
909 outelement3i[3] = remappedelement[1];
910 outelement3i[4] = remappedelement[0] + 1;
911 outelement3i[5] = remappedelement[1] + 1;
916 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
918 remappedelement[1] = vertexremap[element[1]];
919 remappedelement[2] = vertexremap[element[2]];
920 outelement3i[0] = remappedelement[2];
921 outelement3i[1] = remappedelement[1];
922 outelement3i[2] = remappedelement[1] + 1;
923 outelement3i[3] = remappedelement[2];
924 outelement3i[4] = remappedelement[1] + 1;
925 outelement3i[5] = remappedelement[2] + 1;
930 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
932 remappedelement[0] = vertexremap[element[0]];
933 remappedelement[2] = vertexremap[element[2]];
934 outelement3i[0] = remappedelement[0];
935 outelement3i[1] = remappedelement[2];
936 outelement3i[2] = remappedelement[2] + 1;
937 outelement3i[3] = remappedelement[0];
938 outelement3i[4] = remappedelement[2] + 1;
939 outelement3i[5] = remappedelement[0] + 1;
946 *outnumvertices = outvertices;
950 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
953 if (projectdistance < 0.1)
955 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
958 if (!numverts || !nummarktris)
960 // make sure shadowelements is big enough for this volume
961 if (maxshadowelements < nummarktris * 24)
962 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
963 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
964 renderstats.lights_dynamicshadowtriangles += tris;
965 R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
968 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
973 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
975 tend = firsttriangle + numtris;
976 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
977 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
978 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
980 // surface box entirely inside light box, no box cull
981 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
982 if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
983 shadowmarklist[numshadowmark++] = t;
987 // surface box not entirely inside light box, cull each triangle
988 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
990 v[0] = invertex3f + e[0] * 3;
991 v[1] = invertex3f + e[1] * 3;
992 v[2] = invertex3f + e[2] * 3;
993 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
994 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
995 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
996 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
997 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
998 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
999 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1000 shadowmarklist[numshadowmark++] = t;
1005 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
1008 if (r_shadow_compilingrtlight)
1010 // if we're compiling an rtlight, capture the mesh
1011 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
1014 renderstats.lights_shadowtriangles += numtriangles;
1015 memset(&m, 0, sizeof(m));
1016 m.pointer_vertex = vertex3f;
1018 GL_LockArrays(0, numvertices);
1019 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
1021 // decrement stencil if backface is behind depthbuffer
1022 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
1023 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1024 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1025 // increment stencil if frontface is behind depthbuffer
1026 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1027 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1029 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1030 GL_LockArrays(0, 0);
1033 static void R_Shadow_MakeTextures(void)
1036 float v[3], intensity;
1037 unsigned char *data;
1038 R_FreeTexturePool(&r_shadow_texturepool);
1039 r_shadow_texturepool = R_AllocTexturePool();
1040 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1041 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1042 #define ATTEN2DSIZE 64
1043 #define ATTEN3DSIZE 32
1044 data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1045 for (y = 0;y < ATTEN2DSIZE;y++)
1047 for (x = 0;x < ATTEN2DSIZE;x++)
1049 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1050 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1052 intensity = 1.0f - sqrt(DotProduct(v, v));
1054 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1055 d = bound(0, intensity, 255);
1056 data[(y*ATTEN2DSIZE+x)*4+0] = d;
1057 data[(y*ATTEN2DSIZE+x)*4+1] = d;
1058 data[(y*ATTEN2DSIZE+x)*4+2] = d;
1059 data[(y*ATTEN2DSIZE+x)*4+3] = d;
1062 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1063 if (r_shadow_texture3d.integer)
1065 for (z = 0;z < ATTEN3DSIZE;z++)
1067 for (y = 0;y < ATTEN3DSIZE;y++)
1069 for (x = 0;x < ATTEN3DSIZE;x++)
1071 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1072 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1073 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1074 intensity = 1.0f - sqrt(DotProduct(v, v));
1076 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1077 d = bound(0, intensity, 255);
1078 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1079 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1080 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1081 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1085 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1090 void R_Shadow_ValidateCvars(void)
1092 if (r_shadow_texture3d.integer && !gl_texture3d)
1093 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1094 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1095 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1098 // light currently being rendered
1099 rtlight_t *r_shadow_rtlight;
1101 // this is the location of the eye in entity space
1102 vec3_t r_shadow_entityeyeorigin;
1103 // this is the location of the light in entity space
1104 vec3_t r_shadow_entitylightorigin;
1105 // this transforms entity coordinates to light filter cubemap coordinates
1106 // (also often used for other purposes)
1107 matrix4x4_t r_shadow_entitytolight;
1108 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1109 // of attenuation texturing in full 3D (Z result often ignored)
1110 matrix4x4_t r_shadow_entitytoattenuationxyz;
1111 // this transforms only the Z to S, and T is always 0.5
1112 matrix4x4_t r_shadow_entitytoattenuationz;
1114 static int r_shadow_lightpermutation;
1115 static int r_shadow_lightprog;
1117 void R_Shadow_RenderMode_Begin(void)
1121 R_Shadow_ValidateCvars();
1123 if (!r_shadow_attenuation2dtexture
1124 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1125 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1126 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1127 R_Shadow_MakeTextures();
1129 memset(&m, 0, sizeof(m));
1131 GL_BlendFunc(GL_ONE, GL_ZERO);
1132 GL_DepthMask(false);
1134 GL_Color(0, 0, 0, 1);
1135 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1136 qglEnable(GL_CULL_FACE);
1137 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1139 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1141 if (gl_ext_stenciltwoside.integer)
1142 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
1144 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
1146 if (r_shadow_glsl.integer && r_shadow_program_light[0])
1147 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1148 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1149 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1151 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1154 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
1156 r_shadow_rtlight = rtlight;
1159 void R_Shadow_RenderMode_Reset(void)
1162 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1164 qglUseProgramObjectARB(0);
1165 // HACK HACK HACK: work around for bug in NVIDIAI 6xxx drivers that causes GL_OUT_OF_MEMORY and/or software rendering
1166 qglBegin(GL_TRIANGLES);
1170 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1171 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1172 memset(&m, 0, sizeof(m));
1176 void R_Shadow_RenderMode_StencilShadowVolumes(void)
1178 R_Shadow_RenderMode_Reset();
1179 GL_Color(1, 1, 1, 1);
1180 GL_ColorMask(0, 0, 0, 0);
1181 GL_BlendFunc(GL_ONE, GL_ZERO);
1182 GL_DepthMask(false);
1184 if (!r_showtrispass)
1185 qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1186 //if (r_shadow_shadow_polygonoffset.value != 0)
1188 // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1189 // qglEnable(GL_POLYGON_OFFSET_FILL);
1192 // qglDisable(GL_POLYGON_OFFSET_FILL);
1193 qglDepthFunc(GL_LESS);
1194 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1195 qglEnable(GL_STENCIL_TEST);
1196 qglStencilFunc(GL_ALWAYS, 128, ~0);
1197 r_shadow_rendermode = r_shadow_shadowingrendermode;
1198 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1200 qglDisable(GL_CULL_FACE);
1201 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1202 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1204 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1205 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1207 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1211 qglEnable(GL_CULL_FACE);
1213 // this is changed by every shadow render so its value here is unimportant
1214 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1216 GL_Clear(GL_STENCIL_BUFFER_BIT);
1217 renderstats.lights_clears++;
1220 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1222 R_Shadow_RenderMode_Reset();
1223 GL_BlendFunc(GL_ONE, GL_ONE);
1224 GL_DepthMask(false);
1226 if (!r_showtrispass)
1227 qglPolygonOffset(0, 0);
1228 //qglDisable(GL_POLYGON_OFFSET_FILL);
1229 GL_Color(1, 1, 1, 1);
1230 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1232 qglDepthFunc(GL_LEQUAL);
1234 qglDepthFunc(GL_EQUAL);
1235 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1236 qglEnable(GL_CULL_FACE);
1238 qglEnable(GL_STENCIL_TEST);
1240 qglDisable(GL_STENCIL_TEST);
1242 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1243 // only draw light where this geometry was already rendered AND the
1244 // stencil is 128 (values other than this mean shadow)
1245 qglStencilFunc(GL_EQUAL, 128, ~0);
1246 r_shadow_rendermode = r_shadow_lightingrendermode;
1247 // do global setup needed for the chosen lighting mode
1248 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1250 R_Mesh_VertexPointer(varray_vertex3f);
1251 R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]);
1252 R_Mesh_TexCoordPointer(1, 3, varray_svector3f);
1253 R_Mesh_TexCoordPointer(2, 3, varray_tvector3f);
1254 R_Mesh_TexCoordPointer(3, 3, varray_normal3f);
1255 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
1256 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
1257 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
1258 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
1259 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
1260 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
1261 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
1262 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
1263 GL_BlendFunc(GL_ONE, GL_ONE);
1264 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1269 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1271 R_Shadow_RenderMode_Reset();
1272 GL_BlendFunc(GL_ONE, GL_ONE);
1273 GL_DepthMask(false);
1274 GL_DepthTest(!r_showdisabledepthtest.integer);
1275 if (!r_showtrispass)
1276 qglPolygonOffset(0, 0);
1277 GL_Color(0.0, 0.0125, 0.1, 1);
1278 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1279 qglDepthFunc(GL_GEQUAL);
1280 qglCullFace(GL_FRONT); // this culls back
1281 qglDisable(GL_CULL_FACE);
1282 qglDisable(GL_STENCIL_TEST);
1283 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1286 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1288 R_Shadow_RenderMode_Reset();
1289 GL_BlendFunc(GL_ONE, GL_ONE);
1290 GL_DepthMask(false);
1291 GL_DepthTest(!r_showdisabledepthtest.integer);
1292 if (!r_showtrispass)
1293 qglPolygonOffset(0, 0);
1294 GL_Color(0.1, 0.0125, 0, 1);
1295 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1297 qglDepthFunc(GL_LEQUAL);
1299 qglDepthFunc(GL_EQUAL);
1300 qglCullFace(GL_FRONT); // this culls back
1301 qglEnable(GL_CULL_FACE);
1303 qglEnable(GL_STENCIL_TEST);
1305 qglDisable(GL_STENCIL_TEST);
1306 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1309 void R_Shadow_RenderMode_End(void)
1311 R_Shadow_RenderMode_Reset();
1312 R_Shadow_RenderMode_ActiveLight(NULL);
1313 GL_BlendFunc(GL_ONE, GL_ZERO);
1316 if (!r_showtrispass)
1317 qglPolygonOffset(0, 0);
1318 //qglDisable(GL_POLYGON_OFFSET_FILL);
1319 GL_Color(1, 1, 1, 1);
1320 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1321 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1322 qglDepthFunc(GL_LEQUAL);
1323 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1324 qglEnable(GL_CULL_FACE);
1325 qglDisable(GL_STENCIL_TEST);
1326 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1327 if (gl_support_stenciltwoside)
1328 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1330 qglStencilFunc(GL_ALWAYS, 128, ~0);
1331 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1334 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1336 int i, ix1, iy1, ix2, iy2;
1337 float x1, y1, x2, y2;
1340 mplane_t planes[11];
1341 float vertex3f[256*3];
1343 // if view is inside the light box, just say yes it's visible
1344 if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1346 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1350 // create a temporary brush describing the area the light can affect in worldspace
1351 VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1352 VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1353 VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1354 VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1355 VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1356 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1357 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1358 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1359 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1360 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1361 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1363 // turn the brush into a mesh
1364 memset(&mesh, 0, sizeof(rmesh_t));
1365 mesh.maxvertices = 256;
1366 mesh.vertex3f = vertex3f;
1367 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1368 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1370 // if that mesh is empty, the light is not visible at all
1371 if (!mesh.numvertices)
1374 if (!r_shadow_scissor.integer)
1377 // if that mesh is not empty, check what area of the screen it covers
1378 x1 = y1 = x2 = y2 = 0;
1380 for (i = 0;i < mesh.numvertices;i++)
1382 VectorCopy(mesh.vertex3f + i * 3, v);
1383 GL_TransformToScreen(v, v2);
1384 //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]);
1387 if (x1 > v2[0]) x1 = v2[0];
1388 if (x2 < v2[0]) x2 = v2[0];
1389 if (y1 > v2[1]) y1 = v2[1];
1390 if (y2 < v2[1]) y2 = v2[1];
1399 // now convert the scissor rectangle to integer screen coordinates
1404 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1406 // clamp it to the screen
1407 if (ix1 < r_view_x) ix1 = r_view_x;
1408 if (iy1 < r_view_y) iy1 = r_view_y;
1409 if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1410 if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1412 // if it is inside out, it's not visible
1413 if (ix2 <= ix1 || iy2 <= iy1)
1416 // the light area is visible, set up the scissor rectangle
1417 GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1418 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1419 //qglEnable(GL_SCISSOR_TEST);
1420 renderstats.lights_scissored++;
1424 extern float *rsurface_vertex3f;
1425 extern float *rsurface_svector3f;
1426 extern float *rsurface_tvector3f;
1427 extern float *rsurface_normal3f;
1428 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1430 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
1432 int numverts = surface->num_vertices;
1433 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1434 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1435 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1436 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1437 if (r_textureunits.integer >= 3)
1439 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1441 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1442 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1443 if ((dot = DotProduct(n, v)) < 0)
1445 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1446 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
1447 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
1448 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
1451 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1452 VectorScale(color4f, f, color4f);
1456 VectorClear(color4f);
1460 else if (r_textureunits.integer >= 2)
1462 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1464 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1465 if ((dist = fabs(v[2])) < 1)
1467 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1468 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1469 if ((dot = DotProduct(n, v)) < 0)
1471 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1472 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1473 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1474 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1478 color4f[0] = ambientcolor[0] * distintensity;
1479 color4f[1] = ambientcolor[1] * distintensity;
1480 color4f[2] = ambientcolor[2] * distintensity;
1484 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1485 VectorScale(color4f, f, color4f);
1489 VectorClear(color4f);
1495 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1497 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1498 if ((dist = DotProduct(v, v)) < 1)
1501 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1502 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1503 if ((dot = DotProduct(n, v)) < 0)
1505 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1506 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1507 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1508 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1512 color4f[0] = ambientcolor[0] * distintensity;
1513 color4f[1] = ambientcolor[1] * distintensity;
1514 color4f[2] = ambientcolor[2] * distintensity;
1518 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1519 VectorScale(color4f, f, color4f);
1523 VectorClear(color4f);
1529 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1530 #define USETEXMATRIX
1532 #ifndef USETEXMATRIX
1533 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1534 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1535 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1539 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1540 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1541 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1548 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1552 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1553 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1561 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1565 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1567 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1568 // the cubemap normalizes this for us
1569 out3f[0] = DotProduct(svector3f, lightdir);
1570 out3f[1] = DotProduct(tvector3f, lightdir);
1571 out3f[2] = DotProduct(normal3f, lightdir);
1575 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1578 float lightdir[3], eyedir[3], halfdir[3];
1579 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1581 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1582 VectorNormalize(lightdir);
1583 VectorSubtract(relativeeyeorigin, vertex3f, eyedir);
1584 VectorNormalize(eyedir);
1585 VectorAdd(lightdir, eyedir, halfdir);
1586 // the cubemap normalizes this for us
1587 out3f[0] = DotProduct(svector3f, halfdir);
1588 out3f[1] = DotProduct(tvector3f, halfdir);
1589 out3f[2] = DotProduct(normal3f, halfdir);
1593 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1595 // used to display how many times a surface is lit for level design purposes
1596 int surfacelistindex;
1598 GL_Color(0.1, 0.025, 0, 1);
1599 memset(&m, 0, sizeof(m));
1601 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1603 const msurface_t *surface = surfacelist[surfacelistindex];
1604 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1605 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1606 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1607 GL_LockArrays(0, 0);
1611 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1613 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1614 int surfacelistindex;
1615 // select a permutation of the lighting shader appropriate to this
1616 // combination of texture, entity, light source, and fogging, only use the
1617 // minimum features necessary to avoid wasting rendering time in the
1618 // fragment shader on features that are not being used
1619 r_shadow_lightpermutation = 0;
1620 // only add a feature to the permutation if that permutation exists
1621 // (otherwise it might end up not using a shader at all, which looks
1622 // worse than using less features)
1623 if (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1624 r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1625 if ((dopants || doshirt) && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_COLORMAPPING])
1626 r_shadow_lightpermutation |= SHADERPERMUTATION_COLORMAPPING;
1627 if (specularscale > 0 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1628 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1629 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1630 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1631 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1632 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1633 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1634 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1635 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1636 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1637 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1638 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1639 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1640 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
1641 R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1642 R_Mesh_TexBind(1, R_GetTexture(basetexture));
1643 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
1644 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1646 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
1648 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1649 if (r_shadow_lightpermutation & SHADERPERMUTATION_COLORMAPPING)
1651 R_Mesh_TexBind(5, R_GetTexture(pantstexture));
1652 R_Mesh_TexBind(6, R_GetTexture(shirttexture));
1653 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Pants"), ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]);CHECKGLERROR
1654 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Shirt"), ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2]);CHECKGLERROR
1656 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1658 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
1660 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1661 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1662 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1664 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1665 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1666 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1668 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1670 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1671 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1673 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1675 const msurface_t *surface = surfacelist[surfacelistindex];
1676 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1677 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1678 if (!rsurface_svector3f)
1680 rsurface_svector3f = varray_svector3f;
1681 rsurface_tvector3f = varray_tvector3f;
1682 rsurface_normal3f = varray_normal3f;
1683 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1685 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1686 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1687 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1688 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1689 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1690 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1691 GL_LockArrays(0, 0);
1695 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1700 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1702 // colorscale accounts for how much we multiply the brightness
1705 // mult is how many times the final pass of the lighting will be
1706 // performed to get more brightness than otherwise possible.
1708 // Limit mult to 64 for sanity sake.
1709 if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1711 // 3 3D combine path (Geforce3, Radeon 8500)
1712 memset(&m, 0, sizeof(m));
1713 m.pointer_vertex = rsurface_vertex3f;
1714 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1716 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1717 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1719 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1720 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1722 m.tex[1] = R_GetTexture(basetexture);
1723 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1724 m.texmatrix[1] = texture->currenttexmatrix;
1725 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1727 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1728 m.texmatrix[2] = r_shadow_entitytolight;
1730 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1731 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1733 GL_BlendFunc(GL_ONE, GL_ONE);
1735 else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1737 // 2 3D combine path (Geforce3, original Radeon)
1738 memset(&m, 0, sizeof(m));
1739 m.pointer_vertex = rsurface_vertex3f;
1740 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1742 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1743 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1745 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1746 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1748 m.tex[1] = R_GetTexture(basetexture);
1749 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1750 m.texmatrix[1] = texture->currenttexmatrix;
1751 GL_BlendFunc(GL_ONE, GL_ONE);
1753 else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1755 // 4 2D combine path (Geforce3, Radeon 8500)
1756 memset(&m, 0, sizeof(m));
1757 m.pointer_vertex = rsurface_vertex3f;
1758 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1760 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1761 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1763 m.pointer_texcoord[0] = varray_texcoord2f[0];
1764 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1766 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1768 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1769 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1771 m.pointer_texcoord[1] = varray_texcoord2f[1];
1772 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1774 m.tex[2] = R_GetTexture(basetexture);
1775 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1776 m.texmatrix[2] = texture->currenttexmatrix;
1777 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1779 m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1781 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1782 m.texmatrix[3] = r_shadow_entitytolight;
1784 m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1785 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1788 GL_BlendFunc(GL_ONE, GL_ONE);
1790 else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1792 // 3 2D combine path (Geforce3, original Radeon)
1793 memset(&m, 0, sizeof(m));
1794 m.pointer_vertex = rsurface_vertex3f;
1795 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1797 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1798 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1800 m.pointer_texcoord[0] = varray_texcoord2f[0];
1801 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1803 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1805 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1806 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1808 m.pointer_texcoord[1] = varray_texcoord2f[1];
1809 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1811 m.tex[2] = R_GetTexture(basetexture);
1812 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1813 m.texmatrix[2] = texture->currenttexmatrix;
1814 GL_BlendFunc(GL_ONE, GL_ONE);
1818 // 2/2/2 2D combine path (any dot3 card)
1819 memset(&m, 0, sizeof(m));
1820 m.pointer_vertex = rsurface_vertex3f;
1821 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1823 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1824 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1826 m.pointer_texcoord[0] = varray_texcoord2f[0];
1827 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1829 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1831 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1832 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1834 m.pointer_texcoord[1] = varray_texcoord2f[1];
1835 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1838 GL_ColorMask(0,0,0,1);
1839 GL_BlendFunc(GL_ONE, GL_ZERO);
1840 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1841 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1842 GL_LockArrays(0, 0);
1844 memset(&m, 0, sizeof(m));
1845 m.pointer_vertex = rsurface_vertex3f;
1846 m.tex[0] = R_GetTexture(basetexture);
1847 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1848 m.texmatrix[0] = texture->currenttexmatrix;
1849 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1851 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1853 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1854 m.texmatrix[1] = r_shadow_entitytolight;
1856 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1857 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1860 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1862 // this final code is shared
1864 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1865 VectorScale(lightcolorbase, colorscale, color2);
1866 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1867 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1869 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1870 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1872 GL_LockArrays(0, 0);
1875 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1880 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1882 // colorscale accounts for how much we multiply the brightness
1885 // mult is how many times the final pass of the lighting will be
1886 // performed to get more brightness than otherwise possible.
1888 // Limit mult to 64 for sanity sake.
1889 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1891 // 3/2 3D combine path (Geforce3, Radeon 8500)
1892 memset(&m, 0, sizeof(m));
1893 m.pointer_vertex = rsurface_vertex3f;
1894 m.tex[0] = R_GetTexture(normalmaptexture);
1895 m.texcombinergb[0] = GL_REPLACE;
1896 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1897 m.texmatrix[0] = texture->currenttexmatrix;
1898 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1899 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1900 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1901 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1902 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1904 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1905 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1907 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1908 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1911 GL_ColorMask(0,0,0,1);
1912 GL_BlendFunc(GL_ONE, GL_ZERO);
1913 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1914 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1915 GL_LockArrays(0, 0);
1917 memset(&m, 0, sizeof(m));
1918 m.pointer_vertex = rsurface_vertex3f;
1919 m.tex[0] = R_GetTexture(basetexture);
1920 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1921 m.texmatrix[0] = texture->currenttexmatrix;
1922 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1924 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1926 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1927 m.texmatrix[1] = r_shadow_entitytolight;
1929 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1930 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1933 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1935 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1937 // 1/2/2 3D combine path (original Radeon)
1938 memset(&m, 0, sizeof(m));
1939 m.pointer_vertex = rsurface_vertex3f;
1940 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1942 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1943 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1945 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1946 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1949 GL_ColorMask(0,0,0,1);
1950 GL_BlendFunc(GL_ONE, GL_ZERO);
1951 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1952 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1953 GL_LockArrays(0, 0);
1955 memset(&m, 0, sizeof(m));
1956 m.pointer_vertex = rsurface_vertex3f;
1957 m.tex[0] = R_GetTexture(normalmaptexture);
1958 m.texcombinergb[0] = GL_REPLACE;
1959 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1960 m.texmatrix[0] = texture->currenttexmatrix;
1961 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1962 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1963 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1964 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1966 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1967 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1968 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1969 GL_LockArrays(0, 0);
1971 memset(&m, 0, sizeof(m));
1972 m.pointer_vertex = rsurface_vertex3f;
1973 m.tex[0] = R_GetTexture(basetexture);
1974 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1975 m.texmatrix[0] = texture->currenttexmatrix;
1976 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1978 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1980 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1981 m.texmatrix[1] = r_shadow_entitytolight;
1983 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1984 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1987 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1989 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1991 // 2/2 3D combine path (original Radeon)
1992 memset(&m, 0, sizeof(m));
1993 m.pointer_vertex = rsurface_vertex3f;
1994 m.tex[0] = R_GetTexture(normalmaptexture);
1995 m.texcombinergb[0] = GL_REPLACE;
1996 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1997 m.texmatrix[0] = texture->currenttexmatrix;
1998 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1999 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2000 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2001 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2003 GL_ColorMask(0,0,0,1);
2004 GL_BlendFunc(GL_ONE, GL_ZERO);
2005 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2006 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2007 GL_LockArrays(0, 0);
2009 memset(&m, 0, sizeof(m));
2010 m.pointer_vertex = rsurface_vertex3f;
2011 m.tex[0] = R_GetTexture(basetexture);
2012 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2013 m.texmatrix[0] = texture->currenttexmatrix;
2014 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2016 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2017 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2019 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2020 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2022 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2024 else if (r_textureunits.integer >= 4)
2026 // 4/2 2D combine path (Geforce3, Radeon 8500)
2027 memset(&m, 0, sizeof(m));
2028 m.pointer_vertex = rsurface_vertex3f;
2029 m.tex[0] = R_GetTexture(normalmaptexture);
2030 m.texcombinergb[0] = GL_REPLACE;
2031 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2032 m.texmatrix[0] = texture->currenttexmatrix;
2033 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2034 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2035 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2036 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2037 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2039 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2040 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2042 m.pointer_texcoord[2] = varray_texcoord2f[2];
2043 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2045 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2047 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2048 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2050 m.pointer_texcoord[3] = varray_texcoord2f[3];
2051 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2054 GL_ColorMask(0,0,0,1);
2055 GL_BlendFunc(GL_ONE, GL_ZERO);
2056 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2057 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2058 GL_LockArrays(0, 0);
2060 memset(&m, 0, sizeof(m));
2061 m.pointer_vertex = rsurface_vertex3f;
2062 m.tex[0] = R_GetTexture(basetexture);
2063 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2064 m.texmatrix[0] = texture->currenttexmatrix;
2065 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2067 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2069 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2070 m.texmatrix[1] = r_shadow_entitytolight;
2072 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2073 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2076 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2080 // 2/2/2 2D combine path (any dot3 card)
2081 memset(&m, 0, sizeof(m));
2082 m.pointer_vertex = rsurface_vertex3f;
2083 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2085 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2086 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2088 m.pointer_texcoord[0] = varray_texcoord2f[0];
2089 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2091 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2093 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2094 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2096 m.pointer_texcoord[1] = varray_texcoord2f[1];
2097 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2100 GL_ColorMask(0,0,0,1);
2101 GL_BlendFunc(GL_ONE, GL_ZERO);
2102 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2103 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2104 GL_LockArrays(0, 0);
2106 memset(&m, 0, sizeof(m));
2107 m.pointer_vertex = rsurface_vertex3f;
2108 m.tex[0] = R_GetTexture(normalmaptexture);
2109 m.texcombinergb[0] = GL_REPLACE;
2110 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2111 m.texmatrix[0] = texture->currenttexmatrix;
2112 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2113 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2114 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2115 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2117 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2118 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2119 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2120 GL_LockArrays(0, 0);
2122 memset(&m, 0, sizeof(m));
2123 m.pointer_vertex = rsurface_vertex3f;
2124 m.tex[0] = R_GetTexture(basetexture);
2125 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2126 m.texmatrix[0] = texture->currenttexmatrix;
2127 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2129 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2131 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2132 m.texmatrix[1] = r_shadow_entitytolight;
2134 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2135 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2138 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2140 // this final code is shared
2142 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2143 VectorScale(lightcolorbase, colorscale, color2);
2144 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2145 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2147 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2148 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2150 GL_LockArrays(0, 0);
2153 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
2158 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2159 // FIXME: detect blendsquare!
2160 //if (!gl_support_blendsquare)
2163 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2165 // 2/0/0/1/2 3D combine blendsquare path
2166 memset(&m, 0, sizeof(m));
2167 m.pointer_vertex = rsurface_vertex3f;
2168 m.tex[0] = R_GetTexture(normalmaptexture);
2169 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2170 m.texmatrix[0] = texture->currenttexmatrix;
2171 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2172 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2173 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2174 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2176 GL_ColorMask(0,0,0,1);
2177 // this squares the result
2178 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2179 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2180 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2181 GL_LockArrays(0, 0);
2183 memset(&m, 0, sizeof(m));
2184 m.pointer_vertex = rsurface_vertex3f;
2186 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2187 // square alpha in framebuffer a few times to make it shiny
2188 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2189 // these comments are a test run through this math for intensity 0.5
2190 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2191 // 0.25 * 0.25 = 0.0625 (this is another pass)
2192 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2193 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2194 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2195 GL_LockArrays(0, 0);
2197 memset(&m, 0, sizeof(m));
2198 m.pointer_vertex = rsurface_vertex3f;
2199 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2201 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2202 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2204 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2205 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2208 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2209 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2210 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2211 GL_LockArrays(0, 0);
2213 memset(&m, 0, sizeof(m));
2214 m.pointer_vertex = rsurface_vertex3f;
2215 m.tex[0] = R_GetTexture(glosstexture);
2216 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2217 m.texmatrix[0] = texture->currenttexmatrix;
2218 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2220 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2222 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2223 m.texmatrix[1] = r_shadow_entitytolight;
2225 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2226 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2229 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2231 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2233 // 2/0/0/2 3D combine blendsquare path
2234 memset(&m, 0, sizeof(m));
2235 m.pointer_vertex = rsurface_vertex3f;
2236 m.tex[0] = R_GetTexture(normalmaptexture);
2237 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2238 m.texmatrix[0] = texture->currenttexmatrix;
2239 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2240 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2241 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2242 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2244 GL_ColorMask(0,0,0,1);
2245 // this squares the result
2246 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2247 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2248 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2249 GL_LockArrays(0, 0);
2251 memset(&m, 0, sizeof(m));
2252 m.pointer_vertex = rsurface_vertex3f;
2254 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2255 // square alpha in framebuffer a few times to make it shiny
2256 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2257 // these comments are a test run through this math for intensity 0.5
2258 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2259 // 0.25 * 0.25 = 0.0625 (this is another pass)
2260 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2261 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2262 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2263 GL_LockArrays(0, 0);
2265 memset(&m, 0, sizeof(m));
2266 m.pointer_vertex = rsurface_vertex3f;
2267 m.tex[0] = R_GetTexture(glosstexture);
2268 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2269 m.texmatrix[0] = texture->currenttexmatrix;
2270 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2272 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2273 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2275 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2276 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2278 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2282 // 2/0/0/2/2 2D combine blendsquare path
2283 memset(&m, 0, sizeof(m));
2284 m.pointer_vertex = rsurface_vertex3f;
2285 m.tex[0] = R_GetTexture(normalmaptexture);
2286 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2287 m.texmatrix[0] = texture->currenttexmatrix;
2288 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2289 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2290 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2291 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2293 GL_ColorMask(0,0,0,1);
2294 // this squares the result
2295 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2296 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2297 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2298 GL_LockArrays(0, 0);
2300 memset(&m, 0, sizeof(m));
2301 m.pointer_vertex = rsurface_vertex3f;
2303 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2304 // square alpha in framebuffer a few times to make it shiny
2305 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2306 // these comments are a test run through this math for intensity 0.5
2307 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2308 // 0.25 * 0.25 = 0.0625 (this is another pass)
2309 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2310 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2311 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2312 GL_LockArrays(0, 0);
2314 memset(&m, 0, sizeof(m));
2315 m.pointer_vertex = rsurface_vertex3f;
2316 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2318 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2319 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2321 m.pointer_texcoord[0] = varray_texcoord2f[0];
2322 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2324 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2326 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2327 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2329 m.pointer_texcoord[1] = varray_texcoord2f[1];
2330 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2333 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2334 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2335 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2336 GL_LockArrays(0, 0);
2338 memset(&m, 0, sizeof(m));
2339 m.pointer_vertex = rsurface_vertex3f;
2340 m.tex[0] = R_GetTexture(glosstexture);
2341 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2342 m.texmatrix[0] = texture->currenttexmatrix;
2343 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2345 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2347 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2348 m.texmatrix[1] = r_shadow_entitytolight;
2350 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2351 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2354 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2357 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2358 VectorScale(lightcolorbase, colorscale, color2);
2359 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2360 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2362 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2363 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2365 GL_LockArrays(0, 0);
2368 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
2370 // ARB path (any Geforce, any Radeon)
2371 int surfacelistindex;
2372 qboolean doambient = r_shadow_rtlight->ambientscale > 0;
2373 qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
2374 qboolean dospecular = specularscale > 0;
2375 if (!doambient && !dodiffuse && !dospecular)
2377 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2379 const msurface_t *surface = surfacelist[surfacelistindex];
2380 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2381 if (!rsurface_svector3f)
2383 rsurface_svector3f = varray_svector3f;
2384 rsurface_tvector3f = varray_tvector3f;
2385 rsurface_normal3f = varray_normal3f;
2386 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2389 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
2391 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2395 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
2397 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2402 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
2404 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2407 R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
2411 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
2414 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2415 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
2416 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2421 // due to low fillrate on the cards this vertex lighting path is
2422 // designed for, we manually cull all triangles that do not
2423 // contain a lit vertex
2426 int newnumtriangles;
2428 int newelements[3072];
2430 newnumtriangles = 0;
2432 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
2434 if (newnumtriangles >= 1024)
2436 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2437 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2438 GL_LockArrays(0, 0);
2439 newnumtriangles = 0;
2442 if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
2452 if (newnumtriangles >= 1)
2454 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2455 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2456 GL_LockArrays(0, 0);
2462 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2463 if (VectorLength2(c))
2467 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2468 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2469 GL_LockArrays(0, 0);
2471 // now reduce the intensity for the next overbright pass
2472 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2474 c[0] = max(0, c[0] - 1);
2475 c[1] = max(0, c[1] - 1);
2476 c[2] = max(0, c[2] - 1);
2481 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
2483 int surfacelistindex;
2484 float ambientcolorbase[3], diffusecolorbase[3];
2485 float ambientcolorpants[3], diffusecolorpants[3];
2486 float ambientcolorshirt[3], diffusecolorshirt[3];
2488 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase);
2489 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase);
2490 VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants);
2491 VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants);
2492 VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
2493 VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
2494 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2495 memset(&m, 0, sizeof(m));
2496 m.tex[0] = R_GetTexture(basetexture);
2497 if (r_textureunits.integer >= 2)
2500 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2502 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2504 m.pointer_texcoord[1] = varray_texcoord2f[1];
2505 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2507 if (r_textureunits.integer >= 3)
2509 // Geforce3/Radeon class but not using dot3
2510 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2512 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2514 m.pointer_texcoord[2] = varray_texcoord2f[2];
2515 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2519 m.pointer_color = varray_color4f;
2521 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2523 const msurface_t *surface = surfacelist[surfacelistindex];
2524 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2525 if (!rsurface_svector3f)
2527 rsurface_svector3f = varray_svector3f;
2528 rsurface_tvector3f = varray_tvector3f;
2529 rsurface_normal3f = varray_normal3f;
2530 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2532 // OpenGL 1.1 path (anything)
2533 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2534 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2535 if (r_textureunits.integer >= 2)
2539 R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2541 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2543 if (r_textureunits.integer >= 3)
2545 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2547 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2549 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2553 R_Mesh_TexBind(0, R_GetTexture(basetexture));
2554 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorbase, ambientcolorbase);
2557 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2558 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorpants, ambientcolorpants);
2562 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2563 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorshirt, ambientcolorshirt);
2568 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist)
2570 // FIXME: support MATERIALFLAG_NODEPTHTEST
2571 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2572 rtexture_t *basetexture;
2573 rtexture_t *pantstexture;
2574 rtexture_t *shirttexture;
2575 rtexture_t *glosstexture;
2576 float specularscale;
2577 qboolean dopants, doshirt;
2578 glosstexture = r_texture_black;
2580 if (r_shadow_gloss.integer > 0)
2582 if (texture->skin.gloss)
2584 if (r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2586 glosstexture = texture->skin.gloss;
2587 specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
2592 if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2594 glosstexture = r_texture_white;
2595 specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
2599 // calculate colors to render this texture with
2600 lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
2601 lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
2602 lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
2603 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2605 if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
2606 qglDisable(GL_CULL_FACE);
2608 qglEnable(GL_CULL_FACE);
2609 dopants = texture->skin.pants != NULL && VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f);
2610 doshirt = texture->skin.shirt != NULL && VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2611 if (dopants + doshirt)
2615 lightcolorpants[0] = lightcolorbase[0] * ent->colormap_pantscolor[0];
2616 lightcolorpants[1] = lightcolorbase[1] * ent->colormap_pantscolor[1];
2617 lightcolorpants[2] = lightcolorbase[2] * ent->colormap_pantscolor[2];
2621 pantstexture = r_texture_black;
2622 VectorClear(lightcolorpants);
2626 shirttexture = texture->skin.shirt;
2627 lightcolorshirt[0] = lightcolorbase[0] * ent->colormap_shirtcolor[0];
2628 lightcolorshirt[1] = lightcolorbase[1] * ent->colormap_shirtcolor[1];
2629 lightcolorshirt[2] = lightcolorbase[2] * ent->colormap_shirtcolor[2];
2633 shirttexture = r_texture_black;
2634 VectorClear(lightcolorshirt);
2636 switch (r_shadow_rendermode)
2638 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2639 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2641 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2642 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2644 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2645 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2647 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2648 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2651 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2657 basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
2658 switch (r_shadow_rendermode)
2660 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2661 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2663 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2664 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2666 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2667 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2669 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2670 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2673 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2679 void R_RTLight_Update(dlight_t *light, int isstatic)
2683 rtlight_t *rtlight = &light->rtlight;
2684 R_RTLight_Uncompile(rtlight);
2685 memset(rtlight, 0, sizeof(*rtlight));
2687 VectorCopy(light->origin, rtlight->shadoworigin);
2688 VectorCopy(light->color, rtlight->color);
2689 rtlight->radius = light->radius;
2690 //rtlight->cullradius = rtlight->radius;
2691 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2692 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2693 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2694 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2695 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2696 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2697 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2698 rtlight->cubemapname[0] = 0;
2699 if (light->cubemapname[0])
2700 strcpy(rtlight->cubemapname, light->cubemapname);
2701 else if (light->cubemapnum > 0)
2702 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2703 rtlight->shadow = light->shadow;
2704 rtlight->corona = light->corona;
2705 rtlight->style = light->style;
2706 rtlight->isstatic = isstatic;
2707 rtlight->coronasizescale = light->coronasizescale;
2708 rtlight->ambientscale = light->ambientscale;
2709 rtlight->diffusescale = light->diffusescale;
2710 rtlight->specularscale = light->specularscale;
2711 rtlight->flags = light->flags;
2712 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2713 // ConcatScale won't work here because this needs to scale rotate and
2714 // translate, not just rotate
2715 scale = 1.0f / rtlight->radius;
2716 for (k = 0;k < 3;k++)
2717 for (j = 0;j < 4;j++)
2718 rtlight->matrix_worldtolight.m[k][j] *= scale;
2720 rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2721 rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2722 VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2723 rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2726 // compiles rtlight geometry
2727 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2728 void R_RTLight_Compile(rtlight_t *rtlight)
2730 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2731 entity_render_t *ent = r_refdef.worldentity;
2732 model_t *model = r_refdef.worldmodel;
2733 unsigned char *data;
2735 // compile the light
2736 rtlight->compiled = true;
2737 rtlight->static_numleafs = 0;
2738 rtlight->static_numleafpvsbytes = 0;
2739 rtlight->static_leaflist = NULL;
2740 rtlight->static_leafpvs = NULL;
2741 rtlight->static_numsurfaces = 0;
2742 rtlight->static_surfacelist = NULL;
2743 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2744 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2745 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2746 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2747 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2748 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2750 if (model && model->GetLightInfo)
2752 // this variable must be set for the CompileShadowVolume code
2753 r_shadow_compilingrtlight = rtlight;
2754 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2755 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);
2756 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2757 data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2758 rtlight->static_numleafs = numleafs;
2759 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2760 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2761 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2762 rtlight->static_numsurfaces = numsurfaces;
2763 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2765 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2766 if (numleafpvsbytes)
2767 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2769 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2770 if (model->CompileShadowVolume && rtlight->shadow)
2771 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2772 // now we're done compiling the rtlight
2773 r_shadow_compilingrtlight = NULL;
2777 // use smallest available cullradius - box radius or light radius
2778 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2779 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2783 if (rtlight->static_meshchain_shadow)
2786 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2789 shadowtris += mesh->numtriangles;
2793 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2796 void R_RTLight_Uncompile(rtlight_t *rtlight)
2798 if (rtlight->compiled)
2800 if (rtlight->static_meshchain_shadow)
2801 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2802 rtlight->static_meshchain_shadow = NULL;
2803 // these allocations are grouped
2804 if (rtlight->static_leaflist)
2805 Mem_Free(rtlight->static_leaflist);
2806 rtlight->static_numleafs = 0;
2807 rtlight->static_numleafpvsbytes = 0;
2808 rtlight->static_leaflist = NULL;
2809 rtlight->static_leafpvs = NULL;
2810 rtlight->static_numsurfaces = 0;
2811 rtlight->static_surfacelist = NULL;
2812 rtlight->compiled = false;
2816 void R_Shadow_UncompileWorldLights(void)
2819 for (light = r_shadow_worldlightchain;light;light = light->next)
2820 R_RTLight_Uncompile(&light->rtlight);
2823 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2825 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2826 vec_t relativeshadowradius;
2827 if (ent == r_refdef.worldentity)
2829 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2832 R_Mesh_Matrix(&ent->matrix);
2833 for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2835 renderstats.lights_shadowtriangles += mesh->numtriangles;
2836 R_Mesh_VertexPointer(mesh->vertex3f);
2837 GL_LockArrays(0, mesh->numverts);
2838 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2840 // decrement stencil if backface is behind depthbuffer
2841 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2842 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2843 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2844 // increment stencil if frontface is behind depthbuffer
2845 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2846 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2848 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2849 GL_LockArrays(0, 0);
2852 else if (numsurfaces)
2854 R_Mesh_Matrix(&ent->matrix);
2855 ent->model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2860 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2861 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2862 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2863 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2864 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2865 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2866 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2867 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2868 R_Mesh_Matrix(&ent->matrix);
2869 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2873 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2875 // set up properties for rendering light onto this entity
2876 Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2877 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2878 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2879 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2880 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2881 R_Mesh_Matrix(&ent->matrix);
2884 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2886 R_Shadow_SetupEntityLight(ent);
2887 if (ent == r_refdef.worldentity)
2888 ent->model->DrawLight(ent, numsurfaces, surfacelist);
2890 ent->model->DrawLight(ent, ent->model->nummodelsurfaces, ent->model->surfacelist);
2893 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2897 int numleafs, numsurfaces;
2898 int *leaflist, *surfacelist;
2899 unsigned char *leafpvs;
2900 int numlightentities;
2901 int numshadowentities;
2902 entity_render_t *lightentities[MAX_EDICTS];
2903 entity_render_t *shadowentities[MAX_EDICTS];
2905 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2906 // skip lights that are basically invisible (color 0 0 0)
2907 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2910 // loading is done before visibility checks because loading should happen
2911 // all at once at the start of a level, not when it stalls gameplay.
2912 // (especially important to benchmarks)
2914 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2915 R_RTLight_Compile(rtlight);
2917 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2919 // look up the light style value at this time
2920 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2921 VectorScale(rtlight->color, f, rtlight->currentcolor);
2923 if (rtlight->selected)
2925 f = 2 + sin(realtime * M_PI * 4.0);
2926 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2930 // if lightstyle is currently off, don't draw the light
2931 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2934 // if the light box is offscreen, skip it
2935 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2938 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2940 // compiled light, world available and can receive realtime lighting
2941 // retrieve leaf information
2942 numleafs = rtlight->static_numleafs;
2943 leaflist = rtlight->static_leaflist;
2944 leafpvs = rtlight->static_leafpvs;
2945 numsurfaces = rtlight->static_numsurfaces;
2946 surfacelist = rtlight->static_surfacelist;
2948 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2950 // dynamic light, world available and can receive realtime lighting
2951 // calculate lit surfaces and leafs
2952 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2953 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2954 leaflist = r_shadow_buffer_leaflist;
2955 leafpvs = r_shadow_buffer_leafpvs;
2956 surfacelist = r_shadow_buffer_surfacelist;
2957 // if the reduced leaf bounds are offscreen, skip it
2958 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2970 // check if light is illuminating any visible leafs
2973 for (i = 0;i < numleafs;i++)
2974 if (r_worldleafvisible[leaflist[i]])
2979 // set up a scissor rectangle for this light
2980 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2983 // make a list of lit entities and shadow casting entities
2984 numlightentities = 0;
2985 numshadowentities = 0;
2986 // don't count the world unless some surfaces are actually lit
2989 lightentities[numlightentities++] = r_refdef.worldentity;
2990 shadowentities[numshadowentities++] = r_refdef.worldentity;
2992 // add dynamic entities that are lit by the light
2993 if (r_drawentities.integer)
2995 for (i = 0;i < r_refdef.numentities;i++)
2997 entity_render_t *ent = r_refdef.entities[i];
2998 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
3000 && !(ent->flags & RENDER_TRANSPARENT)
3001 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
3003 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3004 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
3005 shadowentities[numshadowentities++] = ent;
3006 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
3007 lightentities[numlightentities++] = ent;
3012 // return if there's nothing at all to light
3013 if (!numlightentities)
3016 // don't let sound skip if going slow
3017 if (r_refdef.extraupdate)
3020 // make this the active rtlight for rendering purposes
3021 R_Shadow_RenderMode_ActiveLight(rtlight);
3022 // count this light in the r_speeds
3023 renderstats.lights++;
3026 if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
3028 // draw stencil shadow volumes to mask off pixels that are in shadow
3029 // so that they won't receive lighting
3033 R_Shadow_RenderMode_StencilShadowVolumes();
3034 for (i = 0;i < numshadowentities;i++)
3035 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3038 // optionally draw visible shape of the shadow volumes
3039 // for performance analysis by level designers
3040 if (r_showshadowvolumes.integer)
3042 R_Shadow_RenderMode_VisibleShadowVolumes();
3043 for (i = 0;i < numshadowentities;i++)
3044 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3048 if (numlightentities)
3050 // draw lighting in the unmasked areas
3051 R_Shadow_RenderMode_Lighting(usestencil, false);
3052 for (i = 0;i < numlightentities;i++)
3053 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3055 // optionally draw the illuminated areas
3056 // for performance analysis by level designers
3057 if (r_showlighting.integer)
3059 R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
3060 for (i = 0;i < numlightentities;i++)
3061 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3066 void R_ShadowVolumeLighting(qboolean visible)
3071 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
3072 R_Shadow_EditLights_Reload_f();
3074 R_Shadow_RenderMode_Begin();
3076 flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3077 if (r_shadow_debuglight.integer >= 0)
3079 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3080 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
3081 R_DrawRTLight(&light->rtlight, visible);
3084 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3085 if (light->flags & flag)
3086 R_DrawRTLight(&light->rtlight, visible);
3088 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
3089 R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
3091 R_Shadow_RenderMode_End();
3094 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3095 typedef struct suffixinfo_s
3098 qboolean flipx, flipy, flipdiagonal;
3101 static suffixinfo_t suffix[3][6] =
3104 {"px", false, false, false},
3105 {"nx", false, false, false},
3106 {"py", false, false, false},
3107 {"ny", false, false, false},
3108 {"pz", false, false, false},
3109 {"nz", false, false, false}
3112 {"posx", false, false, false},
3113 {"negx", false, false, false},
3114 {"posy", false, false, false},
3115 {"negy", false, false, false},
3116 {"posz", false, false, false},
3117 {"negz", false, false, false}
3120 {"rt", true, false, true},
3121 {"lf", false, true, true},
3122 {"ft", true, true, false},
3123 {"bk", false, false, false},
3124 {"up", true, false, true},
3125 {"dn", true, false, true}
3129 static int componentorder[4] = {0, 1, 2, 3};
3131 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
3133 int i, j, cubemapsize;
3134 unsigned char *cubemappixels, *image_rgba;
3135 rtexture_t *cubemaptexture;
3137 // must start 0 so the first loadimagepixels has no requested width/height
3139 cubemappixels = NULL;
3140 cubemaptexture = NULL;
3141 // keep trying different suffix groups (posx, px, rt) until one loads
3142 for (j = 0;j < 3 && !cubemappixels;j++)
3144 // load the 6 images in the suffix group
3145 for (i = 0;i < 6;i++)
3147 // generate an image name based on the base and and suffix
3148 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3150 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
3152 // an image loaded, make sure width and height are equal
3153 if (image_width == image_height)
3155 // if this is the first image to load successfully, allocate the cubemap memory
3156 if (!cubemappixels && image_width >= 1)
3158 cubemapsize = image_width;
3159 // note this clears to black, so unavailable sides are black
3160 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3162 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3164 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3167 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3169 Mem_Free(image_rgba);
3173 // if a cubemap loaded, upload it
3176 if (!r_shadow_filters_texturepool)
3177 r_shadow_filters_texturepool = R_AllocTexturePool();
3178 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
3179 Mem_Free(cubemappixels);
3183 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
3184 for (j = 0;j < 3;j++)
3185 for (i = 0;i < 6;i++)
3186 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3187 Con_Print(" and was unable to find any of them.\n");
3189 return cubemaptexture;
3192 rtexture_t *R_Shadow_Cubemap(const char *basename)
3195 for (i = 0;i < numcubemaps;i++)
3196 if (!strcasecmp(cubemaps[i].basename, basename))
3197 return cubemaps[i].texture;
3198 if (i >= MAX_CUBEMAPS)
3199 return r_texture_whitecube;
3201 strcpy(cubemaps[i].basename, basename);
3202 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3203 if (!cubemaps[i].texture)
3204 cubemaps[i].texture = r_texture_whitecube;
3205 return cubemaps[i].texture;
3208 void R_Shadow_FreeCubemaps(void)
3211 R_FreeTexturePool(&r_shadow_filters_texturepool);
3214 dlight_t *R_Shadow_NewWorldLight(void)
3217 light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3218 light->next = r_shadow_worldlightchain;
3219 r_shadow_worldlightchain = light;
3223 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
3225 VectorCopy(origin, light->origin);
3226 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3227 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3228 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3229 light->color[0] = max(color[0], 0);
3230 light->color[1] = max(color[1], 0);
3231 light->color[2] = max(color[2], 0);
3232 light->radius = max(radius, 0);
3233 light->style = style;
3234 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3236 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3239 light->shadow = shadowenable;
3240 light->corona = corona;
3243 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3244 light->coronasizescale = coronasizescale;
3245 light->ambientscale = ambientscale;
3246 light->diffusescale = diffusescale;
3247 light->specularscale = specularscale;
3248 light->flags = flags;
3249 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3251 R_RTLight_Update(light, true);
3254 void R_Shadow_FreeWorldLight(dlight_t *light)
3256 dlight_t **lightpointer;
3257 R_RTLight_Uncompile(&light->rtlight);
3258 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3259 if (*lightpointer != light)
3260 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
3261 *lightpointer = light->next;
3265 void R_Shadow_ClearWorldLights(void)
3267 while (r_shadow_worldlightchain)
3268 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3269 r_shadow_selectedlight = NULL;
3270 R_Shadow_FreeCubemaps();
3273 void R_Shadow_SelectLight(dlight_t *light)
3275 if (r_shadow_selectedlight)
3276 r_shadow_selectedlight->selected = false;
3277 r_shadow_selectedlight = light;
3278 if (r_shadow_selectedlight)
3279 r_shadow_selectedlight->selected = true;
3282 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3284 float scale = r_editlights_cursorgrid.value * 0.5f;
3285 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3288 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3291 const dlight_t *light = (dlight_t *)ent;
3293 if (light->selected)
3294 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3297 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[surfacenumber], NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3300 void R_Shadow_DrawLightSprites(void)
3306 for (i = 0;i < 5;i++)
3308 lighttextures[i] = NULL;
3309 if ((pic = Draw_CachePic(va("gfx/crosshair%i", i + 1), true)))
3310 lighttextures[i] = pic->tex;
3313 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3314 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, i % 5, &light->rtlight);
3315 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
3318 void R_Shadow_SelectLightInView(void)
3320 float bestrating, rating, temp[3];
3321 dlight_t *best, *light;
3324 for (light = r_shadow_worldlightchain;light;light = light->next)
3326 VectorSubtract(light->origin, r_vieworigin, temp);
3327 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3330 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3331 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3333 bestrating = rating;
3338 R_Shadow_SelectLight(best);
3341 void R_Shadow_LoadWorldLights(void)
3343 int n, a, style, shadow, flags;
3344 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3345 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3346 if (r_refdef.worldmodel == NULL)
3348 Con_Print("No map loaded.\n");
3351 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3352 strlcat (name, ".rtlights", sizeof (name));
3353 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3363 for (;COM_Parse(t, true) && strcmp(
3364 if (COM_Parse(t, true))
3366 if (com_token[0] == '!')
3369 origin[0] = atof(com_token+1);
3372 origin[0] = atof(com_token);
3377 while (*s && *s != '\n' && *s != '\r')
3383 // check for modifier flags
3390 a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
3393 flags = LIGHTFLAG_REALTIMEMODE;
3401 coronasizescale = 0.25f;
3403 VectorClear(angles);
3406 if (a < 9 || !strcmp(cubemapname, "\"\""))
3408 // remove quotes on cubemapname
3409 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3411 cubemapname[strlen(cubemapname)-1] = 0;
3412 strcpy(cubemapname, cubemapname + 1);
3416 Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
3419 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3427 Con_Printf("invalid rtlights file \"%s\"\n", name);
3428 Mem_Free(lightsstring);
3432 void R_Shadow_SaveWorldLights(void)
3435 size_t bufchars, bufmaxchars;
3437 char name[MAX_QPATH];
3438 char line[MAX_INPUTLINE];
3439 if (!r_shadow_worldlightchain)
3441 if (r_refdef.worldmodel == NULL)
3443 Con_Print("No map loaded.\n");
3446 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3447 strlcat (name, ".rtlights", sizeof (name));
3448 bufchars = bufmaxchars = 0;
3450 for (light = r_shadow_worldlightchain;light;light = light->next)
3452 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3453 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3454 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3455 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
3457 sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
3458 if (bufchars + strlen(line) > bufmaxchars)
3460 bufmaxchars = bufchars + strlen(line) + 2048;
3462 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3466 memcpy(buf, oldbuf, bufchars);
3472 memcpy(buf + bufchars, line, strlen(line));
3473 bufchars += strlen(line);
3477 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3482 void R_Shadow_LoadLightsFile(void)
3485 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3486 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3487 if (r_refdef.worldmodel == NULL)
3489 Con_Print("No map loaded.\n");
3492 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3493 strlcat (name, ".lights", sizeof (name));
3494 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3502 while (*s && *s != '\n' && *s != '\r')
3508 a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style);
3512 Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1);
3515 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3516 radius = bound(15, radius, 4096);
3517 VectorScale(color, (2.0f / (8388608.0f)), color);
3518 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3526 Con_Printf("invalid lights file \"%s\"\n", name);
3527 Mem_Free(lightsstring);
3531 // tyrlite/hmap2 light types in the delay field
3532 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3534 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3536 int entnum, style, islight, skin, pflags, effects, type, n;
3539 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3540 char key[256], value[MAX_INPUTLINE];
3542 if (r_refdef.worldmodel == NULL)
3544 Con_Print("No map loaded.\n");
3547 // try to load a .ent file first
3548 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3549 strlcat (key, ".ent", sizeof (key));
3550 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
3551 // and if that is not found, fall back to the bsp file entity string
3553 data = r_refdef.worldmodel->brush.entities;
3556 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3558 type = LIGHTTYPE_MINUSX;
3559 origin[0] = origin[1] = origin[2] = 0;
3560 originhack[0] = originhack[1] = originhack[2] = 0;
3561 angles[0] = angles[1] = angles[2] = 0;
3562 color[0] = color[1] = color[2] = 1;
3563 light[0] = light[1] = light[2] = 1;light[3] = 300;
3564 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3574 if (!COM_ParseToken(&data, false))
3576 if (com_token[0] == '}')
3577 break; // end of entity
3578 if (com_token[0] == '_')
3579 strcpy(key, com_token + 1);
3581 strcpy(key, com_token);
3582 while (key[strlen(key)-1] == ' ') // remove trailing spaces
3583 key[strlen(key)-1] = 0;
3584 if (!COM_ParseToken(&data, false))
3586 strcpy(value, com_token);
3588 // now that we have the key pair worked out...
3589 if (!strcmp("light", key))
3591 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3595 light[0] = vec[0] * (1.0f / 256.0f);
3596 light[1] = vec[0] * (1.0f / 256.0f);
3597 light[2] = vec[0] * (1.0f / 256.0f);
3603 light[0] = vec[0] * (1.0f / 255.0f);
3604 light[1] = vec[1] * (1.0f / 255.0f);
3605 light[2] = vec[2] * (1.0f / 255.0f);
3609 else if (!strcmp("delay", key))
3611 else if (!strcmp("origin", key))
3612 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3613 else if (!strcmp("angle", key))
3614 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3615 else if (!strcmp("angles", key))
3616 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3617 else if (!strcmp("color", key))
3618 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3619 else if (!strcmp("wait", key))
3620 fadescale = atof(value);
3621 else if (!strcmp("classname", key))
3623 if (!strncmp(value, "light", 5))
3626 if (!strcmp(value, "light_fluoro"))
3631 overridecolor[0] = 1;
3632 overridecolor[1] = 1;
3633 overridecolor[2] = 1;
3635 if (!strcmp(value, "light_fluorospark"))
3640 overridecolor[0] = 1;
3641 overridecolor[1] = 1;
3642 overridecolor[2] = 1;
3644 if (!strcmp(value, "light_globe"))
3649 overridecolor[0] = 1;
3650 overridecolor[1] = 0.8;
3651 overridecolor[2] = 0.4;
3653 if (!strcmp(value, "light_flame_large_yellow"))
3658 overridecolor[0] = 1;
3659 overridecolor[1] = 0.5;
3660 overridecolor[2] = 0.1;
3662 if (!strcmp(value, "light_flame_small_yellow"))
3667 overridecolor[0] = 1;
3668 overridecolor[1] = 0.5;
3669 overridecolor[2] = 0.1;
3671 if (!strcmp(value, "light_torch_small_white"))
3676 overridecolor[0] = 1;
3677 overridecolor[1] = 0.5;
3678 overridecolor[2] = 0.1;
3680 if (!strcmp(value, "light_torch_small_walltorch"))
3685 overridecolor[0] = 1;
3686 overridecolor[1] = 0.5;
3687 overridecolor[2] = 0.1;
3691 else if (!strcmp("style", key))
3692 style = atoi(value);
3693 else if (!strcmp("skin", key))
3694 skin = (int)atof(value);
3695 else if (!strcmp("pflags", key))
3696 pflags = (int)atof(value);
3697 else if (!strcmp("effects", key))
3698 effects = (int)atof(value);
3699 else if (r_refdef.worldmodel->type == mod_brushq3)
3701 if (!strcmp("scale", key))
3702 lightscale = atof(value);
3703 if (!strcmp("fade", key))
3704 fadescale = atof(value);
3709 if (lightscale <= 0)
3713 if (color[0] == color[1] && color[0] == color[2])
3715 color[0] *= overridecolor[0];
3716 color[1] *= overridecolor[1];
3717 color[2] *= overridecolor[2];
3719 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3720 color[0] = color[0] * light[0];
3721 color[1] = color[1] * light[1];
3722 color[2] = color[2] * light[2];
3725 case LIGHTTYPE_MINUSX:
3727 case LIGHTTYPE_RECIPX:
3729 VectorScale(color, (1.0f / 16.0f), color);
3731 case LIGHTTYPE_RECIPXX:
3733 VectorScale(color, (1.0f / 16.0f), color);
3736 case LIGHTTYPE_NONE:
3740 case LIGHTTYPE_MINUSXX:
3743 VectorAdd(origin, originhack, origin);
3745 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3748 Mem_Free(entfiledata);
3752 void R_Shadow_SetCursorLocationForView(void)
3755 vec3_t dest, endpos;
3757 VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3758 trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3759 if (trace.fraction < 1)
3761 dist = trace.fraction * r_editlights_cursordistance.value;
3762 push = r_editlights_cursorpushback.value;
3766 VectorMA(trace.endpos, push, r_viewforward, endpos);
3767 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3771 VectorClear( endpos );
3773 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3774 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3775 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3778 void R_Shadow_UpdateWorldLightSelection(void)
3780 if (r_editlights.integer)
3782 R_Shadow_SetCursorLocationForView();
3783 R_Shadow_SelectLightInView();
3784 R_Shadow_DrawLightSprites();
3787 R_Shadow_SelectLight(NULL);
3790 void R_Shadow_EditLights_Clear_f(void)
3792 R_Shadow_ClearWorldLights();
3795 void R_Shadow_EditLights_Reload_f(void)
3797 if (!r_refdef.worldmodel)
3799 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3800 R_Shadow_ClearWorldLights();
3801 R_Shadow_LoadWorldLights();
3802 if (r_shadow_worldlightchain == NULL)
3804 R_Shadow_LoadLightsFile();
3805 if (r_shadow_worldlightchain == NULL)
3806 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3810 void R_Shadow_EditLights_Save_f(void)
3812 if (!r_refdef.worldmodel)
3814 R_Shadow_SaveWorldLights();
3817 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3819 R_Shadow_ClearWorldLights();
3820 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3823 void R_Shadow_EditLights_ImportLightsFile_f(void)
3825 R_Shadow_ClearWorldLights();
3826 R_Shadow_LoadLightsFile();
3829 void R_Shadow_EditLights_Spawn_f(void)
3832 if (!r_editlights.integer)
3834 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3837 if (Cmd_Argc() != 1)
3839 Con_Print("r_editlights_spawn does not take parameters\n");
3842 color[0] = color[1] = color[2] = 1;
3843 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3846 void R_Shadow_EditLights_Edit_f(void)
3848 vec3_t origin, angles, color;
3849 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3850 int style, shadows, flags, normalmode, realtimemode;
3851 char cubemapname[MAX_INPUTLINE];
3852 if (!r_editlights.integer)
3854 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3857 if (!r_shadow_selectedlight)
3859 Con_Print("No selected light.\n");
3862 VectorCopy(r_shadow_selectedlight->origin, origin);
3863 VectorCopy(r_shadow_selectedlight->angles, angles);
3864 VectorCopy(r_shadow_selectedlight->color, color);
3865 radius = r_shadow_selectedlight->radius;
3866 style = r_shadow_selectedlight->style;
3867 if (r_shadow_selectedlight->cubemapname)
3868 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3871 shadows = r_shadow_selectedlight->shadow;
3872 corona = r_shadow_selectedlight->corona;
3873 coronasizescale = r_shadow_selectedlight->coronasizescale;
3874 ambientscale = r_shadow_selectedlight->ambientscale;
3875 diffusescale = r_shadow_selectedlight->diffusescale;
3876 specularscale = r_shadow_selectedlight->specularscale;
3877 flags = r_shadow_selectedlight->flags;
3878 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3879 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3880 if (!strcmp(Cmd_Argv(1), "origin"))
3882 if (Cmd_Argc() != 5)
3884 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3887 origin[0] = atof(Cmd_Argv(2));
3888 origin[1] = atof(Cmd_Argv(3));
3889 origin[2] = atof(Cmd_Argv(4));
3891 else if (!strcmp(Cmd_Argv(1), "originx"))
3893 if (Cmd_Argc() != 3)
3895 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3898 origin[0] = atof(Cmd_Argv(2));
3900 else if (!strcmp(Cmd_Argv(1), "originy"))
3902 if (Cmd_Argc() != 3)
3904 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3907 origin[1] = atof(Cmd_Argv(2));
3909 else if (!strcmp(Cmd_Argv(1), "originz"))
3911 if (Cmd_Argc() != 3)
3913 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3916 origin[2] = atof(Cmd_Argv(2));
3918 else if (!strcmp(Cmd_Argv(1), "move"))
3920 if (Cmd_Argc() != 5)
3922 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3925 origin[0] += atof(Cmd_Argv(2));
3926 origin[1] += atof(Cmd_Argv(3));
3927 origin[2] += atof(Cmd_Argv(4));
3929 else if (!strcmp(Cmd_Argv(1), "movex"))
3931 if (Cmd_Argc() != 3)
3933 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3936 origin[0] += atof(Cmd_Argv(2));
3938 else if (!strcmp(Cmd_Argv(1), "movey"))
3940 if (Cmd_Argc() != 3)
3942 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3945 origin[1] += atof(Cmd_Argv(2));
3947 else if (!strcmp(Cmd_Argv(1), "movez"))
3949 if (Cmd_Argc() != 3)
3951 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3954 origin[2] += atof(Cmd_Argv(2));
3956 else if (!strcmp(Cmd_Argv(1), "angles"))
3958 if (Cmd_Argc() != 5)
3960 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3963 angles[0] = atof(Cmd_Argv(2));
3964 angles[1] = atof(Cmd_Argv(3));
3965 angles[2] = atof(Cmd_Argv(4));
3967 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3969 if (Cmd_Argc() != 3)
3971 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3974 angles[0] = atof(Cmd_Argv(2));
3976 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3978 if (Cmd_Argc() != 3)
3980 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3983 angles[1] = atof(Cmd_Argv(2));
3985 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3987 if (Cmd_Argc() != 3)
3989 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3992 angles[2] = atof(Cmd_Argv(2));
3994 else if (!strcmp(Cmd_Argv(1), "color"))
3996 if (Cmd_Argc() != 5)
3998 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
4001 color[0] = atof(Cmd_Argv(2));
4002 color[1] = atof(Cmd_Argv(3));
4003 color[2] = atof(Cmd_Argv(4));
4005 else if (!strcmp(Cmd_Argv(1), "radius"))
4007 if (Cmd_Argc() != 3)
4009 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4012 radius = atof(Cmd_Argv(2));
4014 else if (!strcmp(Cmd_Argv(1), "colorscale"))
4016 if (Cmd_Argc() == 3)
4018 double scale = atof(Cmd_Argv(2));
4025 if (Cmd_Argc() != 5)
4027 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
4030 color[0] *= atof(Cmd_Argv(2));
4031 color[1] *= atof(Cmd_Argv(3));
4032 color[2] *= atof(Cmd_Argv(4));
4035 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
4037 if (Cmd_Argc() != 3)
4039 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4042 radius *= atof(Cmd_Argv(2));
4044 else if (!strcmp(Cmd_Argv(1), "style"))
4046 if (Cmd_Argc() != 3)
4048 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4051 style = atoi(Cmd_Argv(2));
4053 else if (!strcmp(Cmd_Argv(1), "cubemap"))
4057 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4060 if (Cmd_Argc() == 3)
4061 strcpy(cubemapname, Cmd_Argv(2));
4065 else if (!strcmp(Cmd_Argv(1), "shadows"))
4067 if (Cmd_Argc() != 3)
4069 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4072 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4074 else if (!strcmp(Cmd_Argv(1), "corona"))
4076 if (Cmd_Argc() != 3)
4078 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4081 corona = atof(Cmd_Argv(2));
4083 else if (!strcmp(Cmd_Argv(1), "coronasize"))
4085 if (Cmd_Argc() != 3)
4087 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4090 coronasizescale = atof(Cmd_Argv(2));
4092 else if (!strcmp(Cmd_Argv(1), "ambient"))
4094 if (Cmd_Argc() != 3)
4096 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4099 ambientscale = atof(Cmd_Argv(2));
4101 else if (!strcmp(Cmd_Argv(1), "diffuse"))
4103 if (Cmd_Argc() != 3)
4105 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4108 diffusescale = atof(Cmd_Argv(2));
4110 else if (!strcmp(Cmd_Argv(1), "specular"))
4112 if (Cmd_Argc() != 3)
4114 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4117 specularscale = atof(Cmd_Argv(2));
4119 else if (!strcmp(Cmd_Argv(1), "normalmode"))
4121 if (Cmd_Argc() != 3)
4123 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4126 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4128 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
4130 if (Cmd_Argc() != 3)
4132 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4135 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4139 Con_Print("usage: r_editlights_edit [property] [value]\n");
4140 Con_Print("Selected light's properties:\n");
4141 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
4142 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
4143 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
4144 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
4145 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
4146 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
4147 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
4148 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
4149 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
4150 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
4151 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
4152 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
4153 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
4154 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
4157 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
4158 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4161 void R_Shadow_EditLights_EditAll_f(void)
4165 if (!r_editlights.integer)
4167 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4171 for (light = r_shadow_worldlightchain;light;light = light->next)
4173 R_Shadow_SelectLight(light);
4174 R_Shadow_EditLights_Edit_f();
4178 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4180 int lightnumber, lightcount;
4184 if (!r_editlights.integer)
4190 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
4191 if (light == r_shadow_selectedlight)
4192 lightnumber = lightcount;
4193 sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4194 if (r_shadow_selectedlight == NULL)
4196 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4197 sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4198 sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4199 sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4200 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4201 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4202 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4203 sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4204 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4205 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4206 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4207 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4208 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4209 sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4210 sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4213 void R_Shadow_EditLights_ToggleShadow_f(void)
4215 if (!r_editlights.integer)
4217 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4220 if (!r_shadow_selectedlight)
4222 Con_Print("No selected light.\n");
4225 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4228 void R_Shadow_EditLights_ToggleCorona_f(void)
4230 if (!r_editlights.integer)
4232 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4235 if (!r_shadow_selectedlight)
4237 Con_Print("No selected light.\n");
4240 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
4243 void R_Shadow_EditLights_Remove_f(void)
4245 if (!r_editlights.integer)
4247 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
4250 if (!r_shadow_selectedlight)
4252 Con_Print("No selected light.\n");
4255 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4256 r_shadow_selectedlight = NULL;
4259 void R_Shadow_EditLights_Help_f(void)
4262 "Documentation on r_editlights system:\n"
4264 "r_editlights : enable/disable editing mode\n"
4265 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4266 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4267 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4268 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4269 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4271 "r_editlights_help : this help\n"
4272 "r_editlights_clear : remove all lights\n"
4273 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4274 "r_editlights_save : save to .rtlights file\n"
4275 "r_editlights_spawn : create a light with default settings\n"
4276 "r_editlights_edit command : edit selected light - more documentation below\n"
4277 "r_editlights_remove : remove selected light\n"
4278 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4279 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4280 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4282 "origin x y z : set light location\n"
4283 "originx x: set x component of light location\n"
4284 "originy y: set y component of light location\n"
4285 "originz z: set z component of light location\n"
4286 "move x y z : adjust light location\n"
4287 "movex x: adjust x component of light location\n"
4288 "movey y: adjust y component of light location\n"
4289 "movez z: adjust z component of light location\n"
4290 "angles x y z : set light angles\n"
4291 "anglesx x: set x component of light angles\n"
4292 "anglesy y: set y component of light angles\n"
4293 "anglesz z: set z component of light angles\n"
4294 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4295 "radius radius : set radius (size) of light\n"
4296 "colorscale grey : multiply color of light (1 does nothing)\n"
4297 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4298 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4299 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4300 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4301 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4302 "shadows 1/0 : turn on/off shadows\n"
4303 "corona n : set corona intensity\n"
4304 "coronasize n : set corona size (0-1)\n"
4305 "ambient n : set ambient intensity (0-1)\n"
4306 "diffuse n : set diffuse intensity (0-1)\n"
4307 "specular n : set specular intensity (0-1)\n"
4308 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4309 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4310 "<nothing> : print light properties to console\n"
4314 void R_Shadow_EditLights_CopyInfo_f(void)
4316 if (!r_editlights.integer)
4318 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
4321 if (!r_shadow_selectedlight)
4323 Con_Print("No selected light.\n");
4326 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4327 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4328 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4329 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4330 if (r_shadow_selectedlight->cubemapname)
4331 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4333 r_shadow_bufferlight.cubemapname[0] = 0;
4334 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4335 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4336 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4337 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4338 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4339 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4340 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4343 void R_Shadow_EditLights_PasteInfo_f(void)
4345 if (!r_editlights.integer)
4347 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
4350 if (!r_shadow_selectedlight)
4352 Con_Print("No selected light.\n");
4355 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
4358 void R_Shadow_EditLights_Init(void)
4360 Cvar_RegisterVariable(&r_editlights);
4361 Cvar_RegisterVariable(&r_editlights_cursordistance);
4362 Cvar_RegisterVariable(&r_editlights_cursorpushback);
4363 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4364 Cvar_RegisterVariable(&r_editlights_cursorgrid);
4365 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4366 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
4367 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
4368 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
4369 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
4370 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
4371 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
4372 Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
4373 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
4374 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
4375 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
4376 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
4377 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
4378 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
4379 Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");