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_shadowstage_e
148 R_SHADOWSTAGE_STENCIL,
149 R_SHADOWSTAGE_STENCILTWOSIDE,
150 R_SHADOWSTAGE_LIGHT_VERTEX,
151 R_SHADOWSTAGE_LIGHT_DOT3,
152 R_SHADOWSTAGE_LIGHT_GLSL,
153 R_SHADOWSTAGE_VISIBLEVOLUMES,
154 R_SHADOWSTAGE_VISIBLELIGHTING,
158 r_shadowstage_t r_shadowstage = R_SHADOWSTAGE_NONE;
160 mempool_t *r_shadow_mempool;
162 int maxshadowelements;
176 int r_shadow_buffer_numleafpvsbytes;
177 qbyte *r_shadow_buffer_leafpvs;
178 int *r_shadow_buffer_leaflist;
180 int r_shadow_buffer_numsurfacepvsbytes;
181 qbyte *r_shadow_buffer_surfacepvs;
182 int *r_shadow_buffer_surfacelist;
184 rtexturepool_t *r_shadow_texturepool;
185 rtexture_t *r_shadow_attenuation2dtexture;
186 rtexture_t *r_shadow_attenuation3dtexture;
188 // lights are reloaded when this changes
189 char r_shadow_mapname[MAX_QPATH];
191 // used only for light filters (cubemaps)
192 rtexturepool_t *r_shadow_filters_texturepool;
194 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
195 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
196 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
197 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"};
198 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
199 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
200 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
201 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
202 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
203 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
204 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
205 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
206 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1"};
207 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0"};
208 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
209 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
210 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
211 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
212 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
213 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
214 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
215 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
216 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
217 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
218 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
219 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
220 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
221 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
222 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0"};
223 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"};
224 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"};
225 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0"};
226 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"};
227 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
228 cvar_t r_editlights = {0, "r_editlights", "0"};
229 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
230 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"};
231 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"};
232 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"};
233 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
235 float r_shadow_attenpower, r_shadow_attenscale;
237 rtlight_t *r_shadow_compilingrtlight;
238 dlight_t *r_shadow_worldlightchain;
239 dlight_t *r_shadow_selectedlight;
240 dlight_t r_shadow_bufferlight;
241 vec3_t r_editlights_cursorlocation;
243 rtexture_t *lighttextures[5];
245 extern int con_vislines;
247 typedef struct cubemapinfo_s
254 #define MAX_CUBEMAPS 256
255 static int numcubemaps;
256 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
258 #define SHADERPERMUTATION_SPECULAR (1<<0)
259 #define SHADERPERMUTATION_FOG (1<<1)
260 #define SHADERPERMUTATION_CUBEFILTER (1<<2)
261 #define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
262 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<4)
263 #define SHADERPERMUTATION_GEFORCEFX (1<<5)
264 #define SHADERPERMUTATION_COUNT (1<<6)
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 "uniform vec3 LightPosition;\n"
285 "varying vec2 TexCoord;\n"
286 "varying vec3 CubeVector;\n"
287 "varying vec3 LightVector;\n"
289 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
290 "uniform vec3 EyePosition;\n"
291 "varying vec3 EyeVector;\n"
294 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
298 " // copy the surface texcoord\n"
299 " TexCoord = gl_MultiTexCoord0.st;\n"
301 " // transform vertex position into light attenuation/cubemap space\n"
302 " // (-1 to +1 across the light box)\n"
303 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
305 " // transform unnormalized light direction into tangent space\n"
306 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
307 " // normalize it per pixel)\n"
308 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
309 " LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
310 " LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
311 " LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
313 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
314 " // transform unnormalized eye direction into tangent space\n"
315 " vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
316 " EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
317 " EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
318 " EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
321 " // transform vertex to camera space, using ftransform to match non-VS\n"
323 " gl_Position = ftransform();\n"
327 const char *builtinshader_light_frag =
328 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
329 "// written by Forest 'LordHavoc' Hale\n"
331 "// use half floats on GEFORCEFX for math performance, otherwise don't\n"
332 "#ifndef GEFORCEFX\n"
333 "#define half float\n"
334 "#define hvec2 vec2\n"
335 "#define hvec3 vec3\n"
336 "#define hvec4 vec4\n"
339 "uniform hvec3 LightColor;\n"
340 "#ifdef USEOFFSETMAPPING\n"
341 "uniform half OffsetMapping_Scale;\n"
342 "uniform half OffsetMapping_Bias;\n"
344 "#ifdef USESPECULAR\n"
345 "uniform half SpecularPower;\n"
348 "uniform half FogRangeRecip;\n"
350 "uniform half AmbientScale;\n"
351 "uniform half DiffuseScale;\n"
352 "#ifdef USESPECULAR\n"
353 "uniform half SpecularScale;\n"
356 "uniform sampler2D Texture_Normal;\n"
357 "uniform sampler2D Texture_Color;\n"
358 "#ifdef USESPECULAR\n"
359 "uniform sampler2D Texture_Gloss;\n"
361 "#ifdef USECUBEFILTER\n"
362 "uniform samplerCube Texture_Cube;\n"
365 "uniform sampler2D Texture_FogMask;\n"
368 "varying vec2 TexCoord;\n"
369 "varying vec3 CubeVector;\n"
370 "varying vec3 LightVector;\n"
371 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
372 "varying vec3 EyeVector;\n"
379 " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
380 " // center and sharp falloff at the edge, this is about the most efficient\n"
381 " // we can get away with as far as providing illumination.\n"
383 " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
384 " // provide significant illumination, large = slow = pain.\n"
385 " half colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
389 " colorscale *= texture2D(Texture_FogMask, hvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
392 "#ifdef USEOFFSETMAPPING\n"
393 " // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
394 " hvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
395 " hvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
396 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
397 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
398 "#define TexCoord TexCoordOffset\n"
401 " // get the surface normal\n"
402 "#ifdef SURFACENORMALIZE\n"
403 " hvec3 surfacenormal = normalize(hvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
405 " hvec3 surfacenormal = -1.0 + 2.0 * hvec3(texture2D(Texture_Normal, TexCoord));\n"
408 " // calculate shading\n"
409 " hvec3 diffusenormal = hvec3(normalize(LightVector));\n"
410 " hvec3 color = hvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
411 "#ifdef USESPECULAR\n"
412 " hvec3 specularnormal = hvec3(normalize(diffusenormal + hvec3(normalize(EyeVector))));\n"
413 " color += hvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
416 "#ifdef USECUBEFILTER\n"
417 " // apply light cubemap filter\n"
418 " color *= hvec3(textureCube(Texture_Cube, CubeVector));\n"
421 " // calculate fragment color (apply light color and attenuation/fog scaling)\n"
422 " gl_FragColor = hvec4(color * LightColor * colorscale, 1);\n"
426 void r_shadow_start(void)
429 // use half float math where available (speed gain on NVIDIA GFFX and GF6)
430 if (gl_support_half_float)
431 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
432 // allocate vertex processing arrays
434 r_shadow_attenuation2dtexture = NULL;
435 r_shadow_attenuation3dtexture = NULL;
436 r_shadow_texturepool = NULL;
437 r_shadow_filters_texturepool = NULL;
438 R_Shadow_ValidateCvars();
439 R_Shadow_MakeTextures();
440 maxshadowelements = 0;
441 shadowelements = NULL;
449 shadowmarklist = NULL;
451 r_shadow_buffer_numleafpvsbytes = 0;
452 r_shadow_buffer_leafpvs = NULL;
453 r_shadow_buffer_leaflist = NULL;
454 r_shadow_buffer_numsurfacepvsbytes = 0;
455 r_shadow_buffer_surfacepvs = NULL;
456 r_shadow_buffer_surfacelist = NULL;
457 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
458 r_shadow_program_light[i] = 0;
459 if (gl_support_fragment_shader)
461 char *vertstring, *fragstring;
462 int vertstrings_count;
463 int fragstrings_count;
464 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
465 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
466 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false);
467 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false);
468 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
470 vertstrings_count = 0;
471 fragstrings_count = 0;
472 if (i & SHADERPERMUTATION_SPECULAR)
474 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
475 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
477 if (i & SHADERPERMUTATION_FOG)
479 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
480 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
482 if (i & SHADERPERMUTATION_CUBEFILTER)
484 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
485 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
487 if (i & SHADERPERMUTATION_OFFSETMAPPING)
489 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
490 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
492 if (i & SHADERPERMUTATION_SURFACENORMALIZE)
494 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
495 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
497 if (i & SHADERPERMUTATION_GEFORCEFX)
499 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
500 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
502 vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
503 fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
504 r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
505 if (!r_shadow_program_light[i])
507 Con_Printf("permutation %s %s %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", i & 16 ? "surfacenormalize" : "", i & 32 ? "geforcefx" : "", "glsl/light");
510 qglUseProgramObjectARB(r_shadow_program_light[i]);
511 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
512 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
513 if (i & SHADERPERMUTATION_SPECULAR)
515 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
517 if (i & SHADERPERMUTATION_CUBEFILTER)
519 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
521 if (i & SHADERPERMUTATION_FOG)
523 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
526 qglUseProgramObjectARB(0);
528 Mem_Free(fragstring);
530 Mem_Free(vertstring);
534 void r_shadow_shutdown(void)
537 R_Shadow_UncompileWorldLights();
538 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
540 if (r_shadow_program_light[i])
542 GL_Backend_FreeProgram(r_shadow_program_light[i]);
543 r_shadow_program_light[i] = 0;
547 r_shadow_attenuation2dtexture = NULL;
548 r_shadow_attenuation3dtexture = NULL;
549 R_FreeTexturePool(&r_shadow_texturepool);
550 R_FreeTexturePool(&r_shadow_filters_texturepool);
551 maxshadowelements = 0;
553 Mem_Free(shadowelements);
554 shadowelements = NULL;
557 Mem_Free(vertexupdate);
560 Mem_Free(vertexremap);
566 Mem_Free(shadowmark);
569 Mem_Free(shadowmarklist);
570 shadowmarklist = NULL;
572 r_shadow_buffer_numleafpvsbytes = 0;
573 if (r_shadow_buffer_leafpvs)
574 Mem_Free(r_shadow_buffer_leafpvs);
575 r_shadow_buffer_leafpvs = NULL;
576 if (r_shadow_buffer_leaflist)
577 Mem_Free(r_shadow_buffer_leaflist);
578 r_shadow_buffer_leaflist = NULL;
579 r_shadow_buffer_numsurfacepvsbytes = 0;
580 if (r_shadow_buffer_surfacepvs)
581 Mem_Free(r_shadow_buffer_surfacepvs);
582 r_shadow_buffer_surfacepvs = NULL;
583 if (r_shadow_buffer_surfacelist)
584 Mem_Free(r_shadow_buffer_surfacelist);
585 r_shadow_buffer_surfacelist = NULL;
588 void r_shadow_newmap(void)
592 void R_Shadow_Help_f(void)
595 "Documentation on r_shadow system:\n"
597 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
598 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
599 "r_shadow_debuglight : render only this light number (-1 = all)\n"
600 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
601 "r_shadow_gloss2intensity : brightness of forced gloss\n"
602 "r_shadow_glossintensity : brightness of textured gloss\n"
603 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
604 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
605 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
606 "r_shadow_portallight : use portal visibility for static light precomputation\n"
607 "r_shadow_projectdistance : shadow volume projection distance\n"
608 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
609 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
610 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
611 "r_shadow_realtime_world : use high quality world lighting mode\n"
612 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
613 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
614 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
615 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
616 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
617 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
618 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
619 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
620 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
621 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
622 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
623 "r_shadow_scissor : use scissor optimization\n"
624 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
625 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
626 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
627 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
628 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
629 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
631 "r_shadow_help : this help\n"
635 void R_Shadow_Init(void)
637 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
638 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
639 Cvar_RegisterVariable(&r_shadow_debuglight);
640 Cvar_RegisterVariable(&r_shadow_gloss);
641 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
642 Cvar_RegisterVariable(&r_shadow_glossintensity);
643 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
644 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
645 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
646 Cvar_RegisterVariable(&r_shadow_portallight);
647 Cvar_RegisterVariable(&r_shadow_projectdistance);
648 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
649 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
650 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
651 Cvar_RegisterVariable(&r_shadow_realtime_world);
652 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
653 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
654 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
655 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
656 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
657 Cvar_RegisterVariable(&r_shadow_scissor);
658 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
659 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
660 Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
661 Cvar_RegisterVariable(&r_shadow_texture3d);
662 Cvar_RegisterVariable(&r_shadow_visiblelighting);
663 Cvar_RegisterVariable(&r_shadow_visiblevolumes);
664 Cvar_RegisterVariable(&r_shadow_glsl);
665 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
666 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
667 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
668 Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
669 Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
670 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
671 if (gamemode == GAME_TENEBRAE)
673 Cvar_SetValue("r_shadow_gloss", 2);
674 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
676 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
677 R_Shadow_EditLights_Init();
678 r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
679 r_shadow_worldlightchain = NULL;
680 maxshadowelements = 0;
681 shadowelements = NULL;
689 shadowmarklist = NULL;
691 r_shadow_buffer_numleafpvsbytes = 0;
692 r_shadow_buffer_leafpvs = NULL;
693 r_shadow_buffer_leaflist = NULL;
694 r_shadow_buffer_numsurfacepvsbytes = 0;
695 r_shadow_buffer_surfacepvs = NULL;
696 r_shadow_buffer_surfacelist = NULL;
697 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
700 matrix4x4_t matrix_attenuationxyz =
703 {0.5, 0.0, 0.0, 0.5},
704 {0.0, 0.5, 0.0, 0.5},
705 {0.0, 0.0, 0.5, 0.5},
710 matrix4x4_t matrix_attenuationz =
713 {0.0, 0.0, 0.5, 0.5},
714 {0.0, 0.0, 0.0, 0.5},
715 {0.0, 0.0, 0.0, 0.5},
720 int *R_Shadow_ResizeShadowElements(int numtris)
722 // make sure shadowelements is big enough for this volume
723 if (maxshadowelements < numtris * 24)
725 maxshadowelements = numtris * 24;
727 Mem_Free(shadowelements);
728 shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
730 return shadowelements;
733 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
735 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
736 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
737 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
739 if (r_shadow_buffer_leafpvs)
740 Mem_Free(r_shadow_buffer_leafpvs);
741 if (r_shadow_buffer_leaflist)
742 Mem_Free(r_shadow_buffer_leaflist);
743 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
744 r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
745 r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
747 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
749 if (r_shadow_buffer_surfacepvs)
750 Mem_Free(r_shadow_buffer_surfacepvs);
751 if (r_shadow_buffer_surfacelist)
752 Mem_Free(r_shadow_buffer_surfacelist);
753 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
754 r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
755 r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
759 void R_Shadow_PrepareShadowMark(int numtris)
761 // make sure shadowmark is big enough for this volume
762 if (maxshadowmark < numtris)
764 maxshadowmark = numtris;
766 Mem_Free(shadowmark);
768 Mem_Free(shadowmarklist);
769 shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
770 shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
774 // if shadowmarkcount wrapped we clear the array and adjust accordingly
775 if (shadowmarkcount == 0)
778 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
783 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)
786 int outtriangles = 0, outvertices = 0;
790 if (maxvertexupdate < innumvertices)
792 maxvertexupdate = innumvertices;
794 Mem_Free(vertexupdate);
796 Mem_Free(vertexremap);
797 vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
798 vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
802 if (vertexupdatenum == 0)
805 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
806 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
809 for (i = 0;i < numshadowmarktris;i++)
810 shadowmark[shadowmarktris[i]] = shadowmarkcount;
812 for (i = 0;i < numshadowmarktris;i++)
814 element = inelement3i + shadowmarktris[i] * 3;
815 // make sure the vertices are created
816 for (j = 0;j < 3;j++)
818 if (vertexupdate[element[j]] != vertexupdatenum)
820 float ratio, direction[3];
821 vertexupdate[element[j]] = vertexupdatenum;
822 vertexremap[element[j]] = outvertices;
823 vertex = invertex3f + element[j] * 3;
824 // project one copy of the vertex to the sphere radius of the light
825 // (FIXME: would projecting it to the light box be better?)
826 VectorSubtract(vertex, projectorigin, direction);
827 ratio = projectdistance / VectorLength(direction);
828 VectorCopy(vertex, outvertex3f);
829 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
836 for (i = 0;i < numshadowmarktris;i++)
838 int remappedelement[3];
840 const int *neighbortriangle;
842 markindex = shadowmarktris[i] * 3;
843 element = inelement3i + markindex;
844 neighbortriangle = inneighbor3i + markindex;
845 // output the front and back triangles
846 outelement3i[0] = vertexremap[element[0]];
847 outelement3i[1] = vertexremap[element[1]];
848 outelement3i[2] = vertexremap[element[2]];
849 outelement3i[3] = vertexremap[element[2]] + 1;
850 outelement3i[4] = vertexremap[element[1]] + 1;
851 outelement3i[5] = vertexremap[element[0]] + 1;
855 // output the sides (facing outward from this triangle)
856 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
858 remappedelement[0] = vertexremap[element[0]];
859 remappedelement[1] = vertexremap[element[1]];
860 outelement3i[0] = remappedelement[1];
861 outelement3i[1] = remappedelement[0];
862 outelement3i[2] = remappedelement[0] + 1;
863 outelement3i[3] = remappedelement[1];
864 outelement3i[4] = remappedelement[0] + 1;
865 outelement3i[5] = remappedelement[1] + 1;
870 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
872 remappedelement[1] = vertexremap[element[1]];
873 remappedelement[2] = vertexremap[element[2]];
874 outelement3i[0] = remappedelement[2];
875 outelement3i[1] = remappedelement[1];
876 outelement3i[2] = remappedelement[1] + 1;
877 outelement3i[3] = remappedelement[2];
878 outelement3i[4] = remappedelement[1] + 1;
879 outelement3i[5] = remappedelement[2] + 1;
884 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
886 remappedelement[0] = vertexremap[element[0]];
887 remappedelement[2] = vertexremap[element[2]];
888 outelement3i[0] = remappedelement[0];
889 outelement3i[1] = remappedelement[2];
890 outelement3i[2] = remappedelement[2] + 1;
891 outelement3i[3] = remappedelement[0];
892 outelement3i[4] = remappedelement[2] + 1;
893 outelement3i[5] = remappedelement[0] + 1;
900 *outnumvertices = outvertices;
904 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)
907 if (projectdistance < 0.1)
909 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
912 if (!numverts || !nummarktris)
914 // make sure shadowelements is big enough for this volume
915 if (maxshadowelements < nummarktris * 24)
916 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
917 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
918 R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
921 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)
926 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
928 tend = firsttriangle + numtris;
929 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
930 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
931 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
933 // surface box entirely inside light box, no box cull
934 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
935 if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
936 shadowmarklist[numshadowmark++] = t;
940 // surface box not entirely inside light box, cull each triangle
941 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
943 v[0] = invertex3f + e[0] * 3;
944 v[1] = invertex3f + e[1] * 3;
945 v[2] = invertex3f + e[2] * 3;
946 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
947 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
948 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
949 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
950 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
951 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
952 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
953 shadowmarklist[numshadowmark++] = t;
958 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
961 if (r_shadow_compilingrtlight)
963 // if we're compiling an rtlight, capture the mesh
964 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
967 memset(&m, 0, sizeof(m));
968 m.pointer_vertex = vertex3f;
970 GL_LockArrays(0, numvertices);
971 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
973 // decrement stencil if backface is behind depthbuffer
974 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
975 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
976 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
978 c_rt_shadowtris += numtriangles;
979 // increment stencil if frontface is behind depthbuffer
980 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
981 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
983 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
985 c_rt_shadowtris += numtriangles;
989 static void R_Shadow_MakeTextures(void)
992 float v[3], intensity;
994 R_FreeTexturePool(&r_shadow_texturepool);
995 r_shadow_texturepool = R_AllocTexturePool();
996 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
997 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
998 #define ATTEN2DSIZE 64
999 #define ATTEN3DSIZE 32
1000 data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1001 for (y = 0;y < ATTEN2DSIZE;y++)
1003 for (x = 0;x < ATTEN2DSIZE;x++)
1005 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1006 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1008 intensity = 1.0f - sqrt(DotProduct(v, v));
1010 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1011 d = bound(0, intensity, 255);
1012 data[(y*ATTEN2DSIZE+x)*4+0] = d;
1013 data[(y*ATTEN2DSIZE+x)*4+1] = d;
1014 data[(y*ATTEN2DSIZE+x)*4+2] = d;
1015 data[(y*ATTEN2DSIZE+x)*4+3] = d;
1018 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1019 if (r_shadow_texture3d.integer)
1021 for (z = 0;z < ATTEN3DSIZE;z++)
1023 for (y = 0;y < ATTEN3DSIZE;y++)
1025 for (x = 0;x < ATTEN3DSIZE;x++)
1027 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1028 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1029 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1030 intensity = 1.0f - sqrt(DotProduct(v, v));
1032 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1033 d = bound(0, intensity, 255);
1034 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1035 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1036 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1037 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1041 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1046 void R_Shadow_ValidateCvars(void)
1048 if (r_shadow_texture3d.integer && !gl_texture3d)
1049 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1050 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1051 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1054 // light currently being rendered
1055 rtlight_t *r_shadow_rtlight;
1056 // light filter cubemap being used by the light
1057 static rtexture_t *r_shadow_lightcubemap;
1059 // this is the location of the eye in entity space
1060 static vec3_t r_shadow_entityeyeorigin;
1061 // this is the location of the light in entity space
1062 static vec3_t r_shadow_entitylightorigin;
1063 // this transforms entity coordinates to light filter cubemap coordinates
1064 // (also often used for other purposes)
1065 static matrix4x4_t r_shadow_entitytolight;
1066 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1067 // of attenuation texturing in full 3D (Z result often ignored)
1068 static matrix4x4_t r_shadow_entitytoattenuationxyz;
1069 // this transforms only the Z to S, and T is always 0.5
1070 static matrix4x4_t r_shadow_entitytoattenuationz;
1071 // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
1072 static vec3_t r_shadow_entitylightcolor;
1074 static int r_shadow_lightpermutation;
1075 static int r_shadow_lightprog;
1077 void R_Shadow_Stage_Begin(void)
1081 R_Shadow_ValidateCvars();
1083 if (!r_shadow_attenuation2dtexture
1084 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1085 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1086 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1087 R_Shadow_MakeTextures();
1089 memset(&m, 0, sizeof(m));
1090 GL_BlendFunc(GL_ONE, GL_ZERO);
1091 GL_DepthMask(false);
1094 GL_Color(0, 0, 0, 1);
1095 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1096 qglEnable(GL_CULL_FACE);
1097 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1098 r_shadowstage = R_SHADOWSTAGE_NONE;
1101 void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight)
1103 r_shadow_rtlight = rtlight;
1106 void R_Shadow_Stage_Reset(void)
1109 if (gl_support_stenciltwoside)
1110 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1111 if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1113 qglUseProgramObjectARB(0);
1114 // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers
1115 qglBegin(GL_TRIANGLES);
1119 memset(&m, 0, sizeof(m));
1123 void R_Shadow_Stage_StencilShadowVolumes(void)
1125 R_Shadow_Stage_Reset();
1126 GL_Color(1, 1, 1, 1);
1127 GL_ColorMask(0, 0, 0, 0);
1128 GL_BlendFunc(GL_ONE, GL_ZERO);
1129 GL_DepthMask(false);
1131 qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1132 //if (r_shadow_shadow_polygonoffset.value != 0)
1134 // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1135 // qglEnable(GL_POLYGON_OFFSET_FILL);
1138 // qglDisable(GL_POLYGON_OFFSET_FILL);
1139 qglDepthFunc(GL_LESS);
1140 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1141 qglEnable(GL_STENCIL_TEST);
1142 qglStencilFunc(GL_ALWAYS, 128, ~0);
1143 if (gl_ext_stenciltwoside.integer)
1145 r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
1146 qglDisable(GL_CULL_FACE);
1147 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1148 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1150 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1151 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1153 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1157 r_shadowstage = R_SHADOWSTAGE_STENCIL;
1158 qglEnable(GL_CULL_FACE);
1160 // this is changed by every shadow render so its value here is unimportant
1161 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1163 GL_Clear(GL_STENCIL_BUFFER_BIT);
1167 void R_Shadow_Stage_Lighting(int stenciltest)
1170 R_Shadow_Stage_Reset();
1171 GL_BlendFunc(GL_ONE, GL_ONE);
1172 GL_DepthMask(false);
1174 qglPolygonOffset(0, 0);
1175 //qglDisable(GL_POLYGON_OFFSET_FILL);
1176 GL_Color(1, 1, 1, 1);
1177 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1178 qglDepthFunc(GL_EQUAL);
1179 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1180 qglEnable(GL_CULL_FACE);
1181 if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE)
1182 qglEnable(GL_STENCIL_TEST);
1184 qglDisable(GL_STENCIL_TEST);
1186 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1187 // only draw light where this geometry was already rendered AND the
1188 // stencil is 128 (values other than this mean shadow)
1189 qglStencilFunc(GL_EQUAL, 128, ~0);
1190 if (r_shadow_glsl.integer && r_shadow_program_light[0])
1192 r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL;
1193 memset(&m, 0, sizeof(m));
1194 m.pointer_vertex = varray_vertex3f;
1195 m.pointer_texcoord[0] = varray_texcoord2f[0];
1196 m.pointer_texcoord3f[1] = varray_svector3f;
1197 m.pointer_texcoord3f[2] = varray_tvector3f;
1198 m.pointer_texcoord3f[3] = varray_normal3f;
1199 m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal
1200 m.tex[1] = R_GetTexture(r_texture_white); // diffuse
1201 m.tex[2] = R_GetTexture(r_texture_white); // gloss
1202 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
1203 // TODO: support fog (after renderer is converted to texture fog)
1204 m.tex[4] = R_GetTexture(r_texture_white); // fog
1205 //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
1207 GL_BlendFunc(GL_ONE, GL_ONE);
1208 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1210 r_shadow_lightpermutation = 0;
1211 // only add a feature to the permutation if that permutation exists
1212 // (otherwise it might end up not using a shader at all, which looks
1213 // worse than using less features)
1214 if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1215 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1216 //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1217 // r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1218 if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1219 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1220 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1221 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1222 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1223 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1224 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1225 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1226 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1227 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1228 // TODO: support fog (after renderer is converted to texture fog)
1229 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1231 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR
1233 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1234 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1235 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1237 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1238 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
1240 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1241 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
1242 //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1244 // qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
1246 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1248 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1249 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1252 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1253 r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
1255 r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
1258 void R_Shadow_Stage_VisibleShadowVolumes(void)
1260 R_Shadow_Stage_Reset();
1261 GL_BlendFunc(GL_ONE, GL_ONE);
1262 GL_DepthMask(false);
1263 GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1264 qglPolygonOffset(0, 0);
1265 GL_Color(0.0, 0.0125, 0.1, 1);
1266 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1267 qglDepthFunc(GL_GEQUAL);
1268 qglCullFace(GL_FRONT); // this culls back
1269 qglDisable(GL_CULL_FACE);
1270 qglDisable(GL_STENCIL_TEST);
1271 r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES;
1274 void R_Shadow_Stage_VisibleLighting(int stenciltest)
1276 R_Shadow_Stage_Reset();
1277 GL_BlendFunc(GL_ONE, GL_ONE);
1278 GL_DepthMask(false);
1279 GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1280 qglPolygonOffset(0, 0);
1281 GL_Color(0.1, 0.0125, 0, 1);
1282 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1283 qglDepthFunc(GL_EQUAL);
1284 qglCullFace(GL_FRONT); // this culls back
1285 qglEnable(GL_CULL_FACE);
1287 qglEnable(GL_STENCIL_TEST);
1289 qglDisable(GL_STENCIL_TEST);
1290 r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING;
1293 void R_Shadow_Stage_End(void)
1295 R_Shadow_Stage_Reset();
1296 R_Shadow_Stage_ActiveLight(NULL);
1297 GL_BlendFunc(GL_ONE, GL_ZERO);
1300 qglPolygonOffset(0, 0);
1301 //qglDisable(GL_POLYGON_OFFSET_FILL);
1302 GL_Color(1, 1, 1, 1);
1303 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1304 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1305 qglDepthFunc(GL_LEQUAL);
1306 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1307 qglDisable(GL_STENCIL_TEST);
1308 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1309 if (gl_support_stenciltwoside)
1310 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1312 qglStencilFunc(GL_ALWAYS, 128, ~0);
1313 r_shadowstage = R_SHADOWSTAGE_NONE;
1316 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1318 int i, ix1, iy1, ix2, iy2;
1319 float x1, y1, x2, y2;
1322 mplane_t planes[11];
1323 float vertex3f[256*3];
1325 // if view is inside the light box, just say yes it's visible
1326 if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1328 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1332 // create a temporary brush describing the area the light can affect in worldspace
1333 VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1334 VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1335 VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1336 VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1337 VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1338 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1339 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1340 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1341 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1342 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1343 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1345 // turn the brush into a mesh
1346 memset(&mesh, 0, sizeof(rmesh_t));
1347 mesh.maxvertices = 256;
1348 mesh.vertex3f = vertex3f;
1349 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1350 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1352 // if that mesh is empty, the light is not visible at all
1353 if (!mesh.numvertices)
1356 if (!r_shadow_scissor.integer)
1359 // if that mesh is not empty, check what area of the screen it covers
1360 x1 = y1 = x2 = y2 = 0;
1362 for (i = 0;i < mesh.numvertices;i++)
1364 VectorCopy(mesh.vertex3f + i * 3, v);
1365 GL_TransformToScreen(v, v2);
1366 //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]);
1369 if (x1 > v2[0]) x1 = v2[0];
1370 if (x2 < v2[0]) x2 = v2[0];
1371 if (y1 > v2[1]) y1 = v2[1];
1372 if (y2 < v2[1]) y2 = v2[1];
1381 // now convert the scissor rectangle to integer screen coordinates
1386 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1388 // clamp it to the screen
1389 if (ix1 < r_view_x) ix1 = r_view_x;
1390 if (iy1 < r_view_y) iy1 = r_view_y;
1391 if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1392 if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1394 // if it is inside out, it's not visible
1395 if (ix2 <= ix1 || iy2 <= iy1)
1398 // the light area is visible, set up the scissor rectangle
1399 GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1400 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1401 //qglEnable(GL_SCISSOR_TEST);
1406 static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
1408 float *color4f = varray_color4f;
1409 float dist, dot, intensity, v[3], n[3];
1410 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1412 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1413 if ((dist = DotProduct(v, v)) < 1)
1415 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1416 if ((dot = DotProduct(n, v)) > 0)
1419 intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1420 intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1421 VectorScale(lightcolor, intensity, color4f);
1426 VectorClear(color4f);
1432 VectorClear(color4f);
1438 static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
1440 float *color4f = varray_color4f;
1441 float dist, dot, intensity, v[3], n[3];
1442 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1444 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1445 if ((dist = fabs(v[2])) < 1)
1447 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1448 if ((dot = DotProduct(n, v)) > 0)
1450 intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1451 intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1452 VectorScale(lightcolor, intensity, color4f);
1457 VectorClear(color4f);
1463 VectorClear(color4f);
1469 static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
1471 float *color4f = varray_color4f;
1472 float dot, intensity, v[3], n[3];
1473 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1475 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1476 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1477 if ((dot = DotProduct(n, v)) > 0)
1479 intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1480 VectorScale(lightcolor, intensity, color4f);
1485 VectorClear(color4f);
1491 static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
1493 float *color4f = varray_color4f;
1494 float dist, intensity, v[3];
1495 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1497 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1498 if ((dist = DotProduct(v, v)) < 1)
1501 intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1502 VectorScale(lightcolor, intensity, color4f);
1507 VectorClear(color4f);
1513 static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
1515 float *color4f = varray_color4f;
1516 float dist, intensity, v[3];
1517 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1519 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1520 if ((dist = fabs(v[2])) < 1)
1522 intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1523 VectorScale(lightcolor, intensity, color4f);
1528 VectorClear(color4f);
1534 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1535 #define USETEXMATRIX
1537 #ifndef USETEXMATRIX
1538 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1539 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1540 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1544 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1545 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1546 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1553 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1557 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1558 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1566 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)
1570 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1572 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1573 // the cubemap normalizes this for us
1574 out3f[0] = DotProduct(svector3f, lightdir);
1575 out3f[1] = DotProduct(tvector3f, lightdir);
1576 out3f[2] = DotProduct(normal3f, lightdir);
1580 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)
1583 float lightdir[3], eyedir[3], halfdir[3];
1584 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1586 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1587 VectorNormalize(lightdir);
1588 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1589 VectorNormalize(eyedir);
1590 VectorAdd(lightdir, eyedir, halfdir);
1591 // the cubemap normalizes this for us
1592 out3f[0] = DotProduct(svector3f, halfdir);
1593 out3f[1] = DotProduct(tvector3f, halfdir);
1594 out3f[2] = DotProduct(normal3f, halfdir);
1598 void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale)
1601 GL_Color(0.1, 0.025, 0, 1);
1602 memset(&m, 0, sizeof(m));
1603 m.pointer_vertex = vertex3f;
1605 GL_LockArrays(firstvertex, numvertices);
1606 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1607 GL_LockArrays(0, 0);
1610 void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale)
1612 // GLSL shader path (GFFX5200, Radeon 9500)
1613 // TODO: add direct pants/shirt rendering
1614 if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
1615 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
1616 if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
1617 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
1618 R_Mesh_VertexPointer(vertex3f);
1619 R_Mesh_TexCoordPointer(0, 2, texcoord2f);
1620 R_Mesh_TexCoordPointer(1, 3, svector3f);
1621 R_Mesh_TexCoordPointer(2, 3, tvector3f);
1622 R_Mesh_TexCoordPointer(3, 3, normal3f);
1623 R_Mesh_TexBind(0, R_GetTexture(bumptexture));
1624 R_Mesh_TexBind(1, R_GetTexture(basetexture));
1625 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1626 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1628 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1630 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1631 GL_LockArrays(firstvertex, numvertices);
1632 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1634 c_rt_lighttris += numtriangles;
1635 GL_LockArrays(0, 0);
1638 void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale)
1641 float color2[3], colorscale;
1643 // TODO: add direct pants/shirt rendering
1644 if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
1645 R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
1646 if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
1647 R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
1648 if (r_shadow_rtlight->ambientscale)
1651 colorscale = r_shadow_rtlight->ambientscale;
1652 // colorscale accounts for how much we multiply the brightness
1655 // mult is how many times the final pass of the lighting will be
1656 // performed to get more brightness than otherwise possible.
1658 // Limit mult to 64 for sanity sake.
1659 if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1661 // 3 3D combine path (Geforce3, Radeon 8500)
1662 memset(&m, 0, sizeof(m));
1663 m.pointer_vertex = vertex3f;
1664 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1666 m.pointer_texcoord3f[0] = vertex3f;
1667 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1669 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1670 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1672 m.tex[1] = R_GetTexture(basetexture);
1673 m.pointer_texcoord[1] = texcoord2f;
1674 m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
1676 m.pointer_texcoord3f[2] = vertex3f;
1677 m.texmatrix[2] = r_shadow_entitytolight;
1679 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1680 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1682 GL_BlendFunc(GL_ONE, GL_ONE);
1684 else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1686 // 2 3D combine path (Geforce3, original Radeon)
1687 memset(&m, 0, sizeof(m));
1688 m.pointer_vertex = vertex3f;
1689 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1691 m.pointer_texcoord3f[0] = vertex3f;
1692 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1694 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1695 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1697 m.tex[1] = R_GetTexture(basetexture);
1698 m.pointer_texcoord[1] = texcoord2f;
1699 GL_BlendFunc(GL_ONE, GL_ONE);
1701 else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1703 // 4 2D combine path (Geforce3, Radeon 8500)
1704 memset(&m, 0, sizeof(m));
1705 m.pointer_vertex = vertex3f;
1706 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1708 m.pointer_texcoord3f[0] = vertex3f;
1709 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1711 m.pointer_texcoord[0] = varray_texcoord2f[0];
1712 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1714 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1716 m.pointer_texcoord3f[1] = vertex3f;
1717 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1719 m.pointer_texcoord[1] = varray_texcoord2f[1];
1720 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
1722 m.tex[2] = R_GetTexture(basetexture);
1723 m.pointer_texcoord[2] = texcoord2f;
1724 if (r_shadow_lightcubemap != r_texture_whitecube)
1726 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
1728 m.pointer_texcoord3f[3] = vertex3f;
1729 m.texmatrix[3] = r_shadow_entitytolight;
1731 m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1732 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1735 GL_BlendFunc(GL_ONE, GL_ONE);
1737 else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1739 // 3 2D combine path (Geforce3, original Radeon)
1740 memset(&m, 0, sizeof(m));
1741 m.pointer_vertex = vertex3f;
1742 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1744 m.pointer_texcoord3f[0] = vertex3f;
1745 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1747 m.pointer_texcoord[0] = varray_texcoord2f[0];
1748 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1750 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1752 m.pointer_texcoord3f[1] = vertex3f;
1753 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1755 m.pointer_texcoord[1] = varray_texcoord2f[1];
1756 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
1758 m.tex[2] = R_GetTexture(basetexture);
1759 m.pointer_texcoord[2] = texcoord2f;
1760 GL_BlendFunc(GL_ONE, GL_ONE);
1764 // 2/2/2 2D combine path (any dot3 card)
1765 memset(&m, 0, sizeof(m));
1766 m.pointer_vertex = vertex3f;
1767 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1769 m.pointer_texcoord3f[0] = vertex3f;
1770 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1772 m.pointer_texcoord[0] = varray_texcoord2f[0];
1773 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1775 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1777 m.pointer_texcoord3f[1] = vertex3f;
1778 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1780 m.pointer_texcoord[1] = varray_texcoord2f[1];
1781 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
1784 GL_ColorMask(0,0,0,1);
1785 GL_BlendFunc(GL_ONE, GL_ZERO);
1786 GL_LockArrays(firstvertex, numvertices);
1787 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1788 GL_LockArrays(0, 0);
1790 c_rt_lighttris += numtriangles;
1792 memset(&m, 0, sizeof(m));
1793 m.pointer_vertex = vertex3f;
1794 m.tex[0] = R_GetTexture(basetexture);
1795 m.pointer_texcoord[0] = texcoord2f;
1796 if (r_shadow_lightcubemap != r_texture_whitecube)
1798 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1800 m.pointer_texcoord3f[1] = vertex3f;
1801 m.texmatrix[1] = r_shadow_entitytolight;
1803 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1804 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1807 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1809 // this final code is shared
1811 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1812 VectorScale(lightcolorbase, colorscale, color2);
1813 GL_LockArrays(firstvertex, numvertices);
1814 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1816 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1817 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1819 c_rt_lighttris += numtriangles;
1821 GL_LockArrays(0, 0);
1823 if (r_shadow_rtlight->diffusescale)
1826 colorscale = r_shadow_rtlight->diffusescale;
1827 // colorscale accounts for how much we multiply the brightness
1830 // mult is how many times the final pass of the lighting will be
1831 // performed to get more brightness than otherwise possible.
1833 // Limit mult to 64 for sanity sake.
1834 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1836 // 3/2 3D combine path (Geforce3, Radeon 8500)
1837 memset(&m, 0, sizeof(m));
1838 m.pointer_vertex = vertex3f;
1839 m.tex[0] = R_GetTexture(bumptexture);
1840 m.texcombinergb[0] = GL_REPLACE;
1841 m.pointer_texcoord[0] = texcoord2f;
1842 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1843 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1844 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1845 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
1846 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1848 m.pointer_texcoord3f[2] = vertex3f;
1849 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1851 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1852 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1855 GL_ColorMask(0,0,0,1);
1856 GL_BlendFunc(GL_ONE, GL_ZERO);
1857 GL_LockArrays(firstvertex, numvertices);
1858 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1859 GL_LockArrays(0, 0);
1861 c_rt_lighttris += numtriangles;
1863 memset(&m, 0, sizeof(m));
1864 m.pointer_vertex = vertex3f;
1865 m.tex[0] = R_GetTexture(basetexture);
1866 m.pointer_texcoord[0] = texcoord2f;
1867 if (r_shadow_lightcubemap != r_texture_whitecube)
1869 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1871 m.pointer_texcoord3f[1] = vertex3f;
1872 m.texmatrix[1] = r_shadow_entitytolight;
1874 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1875 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1878 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1880 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
1882 // 1/2/2 3D combine path (original Radeon)
1883 memset(&m, 0, sizeof(m));
1884 m.pointer_vertex = vertex3f;
1885 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1887 m.pointer_texcoord3f[0] = vertex3f;
1888 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1890 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1891 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1894 GL_ColorMask(0,0,0,1);
1895 GL_BlendFunc(GL_ONE, GL_ZERO);
1896 GL_LockArrays(firstvertex, numvertices);
1897 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1898 GL_LockArrays(0, 0);
1900 c_rt_lighttris += numtriangles;
1902 memset(&m, 0, sizeof(m));
1903 m.pointer_vertex = vertex3f;
1904 m.tex[0] = R_GetTexture(bumptexture);
1905 m.texcombinergb[0] = GL_REPLACE;
1906 m.pointer_texcoord[0] = texcoord2f;
1907 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1908 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1909 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1910 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
1912 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1913 GL_LockArrays(firstvertex, numvertices);
1914 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1915 GL_LockArrays(0, 0);
1917 c_rt_lighttris += numtriangles;
1919 memset(&m, 0, sizeof(m));
1920 m.pointer_vertex = vertex3f;
1921 m.tex[0] = R_GetTexture(basetexture);
1922 m.pointer_texcoord[0] = texcoord2f;
1923 if (r_shadow_lightcubemap != r_texture_whitecube)
1925 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1927 m.pointer_texcoord3f[1] = vertex3f;
1928 m.texmatrix[1] = r_shadow_entitytolight;
1930 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1931 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1934 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1936 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
1938 // 2/2 3D combine path (original Radeon)
1939 memset(&m, 0, sizeof(m));
1940 m.pointer_vertex = vertex3f;
1941 m.tex[0] = R_GetTexture(bumptexture);
1942 m.texcombinergb[0] = GL_REPLACE;
1943 m.pointer_texcoord[0] = texcoord2f;
1944 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1945 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1946 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1947 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
1949 GL_ColorMask(0,0,0,1);
1950 GL_BlendFunc(GL_ONE, GL_ZERO);
1951 GL_LockArrays(firstvertex, numvertices);
1952 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1953 GL_LockArrays(0, 0);
1955 c_rt_lighttris += numtriangles;
1957 memset(&m, 0, sizeof(m));
1958 m.pointer_vertex = vertex3f;
1959 m.tex[0] = R_GetTexture(basetexture);
1960 m.pointer_texcoord[0] = texcoord2f;
1961 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1963 m.pointer_texcoord3f[1] = vertex3f;
1964 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1966 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1967 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1969 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1971 else if (r_textureunits.integer >= 4)
1973 // 4/2 2D combine path (Geforce3, Radeon 8500)
1974 memset(&m, 0, sizeof(m));
1975 m.pointer_vertex = vertex3f;
1976 m.tex[0] = R_GetTexture(bumptexture);
1977 m.texcombinergb[0] = GL_REPLACE;
1978 m.pointer_texcoord[0] = texcoord2f;
1979 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1980 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1981 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1982 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
1983 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1985 m.pointer_texcoord3f[2] = vertex3f;
1986 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1988 m.pointer_texcoord[2] = varray_texcoord2f[2];
1989 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1991 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1993 m.pointer_texcoord3f[3] = vertex3f;
1994 m.texmatrix[3] = r_shadow_entitytoattenuationz;
1996 m.pointer_texcoord[3] = varray_texcoord2f[3];
1997 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2000 GL_ColorMask(0,0,0,1);
2001 GL_BlendFunc(GL_ONE, GL_ZERO);
2002 GL_LockArrays(firstvertex, numvertices);
2003 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2004 GL_LockArrays(0, 0);
2006 c_rt_lighttris += numtriangles;
2008 memset(&m, 0, sizeof(m));
2009 m.pointer_vertex = vertex3f;
2010 m.tex[0] = R_GetTexture(basetexture);
2011 m.pointer_texcoord[0] = texcoord2f;
2012 if (r_shadow_lightcubemap != r_texture_whitecube)
2014 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2016 m.pointer_texcoord3f[1] = vertex3f;
2017 m.texmatrix[1] = r_shadow_entitytolight;
2019 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2020 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2023 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2027 // 2/2/2 2D combine path (any dot3 card)
2028 memset(&m, 0, sizeof(m));
2029 m.pointer_vertex = vertex3f;
2030 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2032 m.pointer_texcoord3f[0] = vertex3f;
2033 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2035 m.pointer_texcoord[0] = varray_texcoord2f[0];
2036 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2038 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2040 m.pointer_texcoord3f[1] = vertex3f;
2041 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2043 m.pointer_texcoord[1] = varray_texcoord2f[1];
2044 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2047 GL_ColorMask(0,0,0,1);
2048 GL_BlendFunc(GL_ONE, GL_ZERO);
2049 GL_LockArrays(firstvertex, numvertices);
2050 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2051 GL_LockArrays(0, 0);
2053 c_rt_lighttris += numtriangles;
2055 memset(&m, 0, sizeof(m));
2056 m.pointer_vertex = vertex3f;
2057 m.tex[0] = R_GetTexture(bumptexture);
2058 m.texcombinergb[0] = GL_REPLACE;
2059 m.pointer_texcoord[0] = texcoord2f;
2060 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2061 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2062 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2063 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
2065 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2066 GL_LockArrays(firstvertex, numvertices);
2067 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2068 GL_LockArrays(0, 0);
2070 c_rt_lighttris += numtriangles;
2072 memset(&m, 0, sizeof(m));
2073 m.pointer_vertex = vertex3f;
2074 m.tex[0] = R_GetTexture(basetexture);
2075 m.pointer_texcoord[0] = texcoord2f;
2076 if (r_shadow_lightcubemap != r_texture_whitecube)
2078 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2080 m.pointer_texcoord3f[1] = vertex3f;
2081 m.texmatrix[1] = r_shadow_entitytolight;
2083 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2084 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2087 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2089 // this final code is shared
2091 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2092 VectorScale(lightcolorbase, colorscale, color2);
2093 GL_LockArrays(firstvertex, numvertices);
2094 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2096 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2097 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2099 c_rt_lighttris += numtriangles;
2101 GL_LockArrays(0, 0);
2103 if (specularscale && glosstexture != r_texture_black)
2105 // FIXME: detect blendsquare!
2106 //if (gl_support_blendsquare)
2108 colorscale = specularscale;
2110 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2112 // 2/0/0/1/2 3D combine blendsquare path
2113 memset(&m, 0, sizeof(m));
2114 m.pointer_vertex = vertex3f;
2115 m.tex[0] = R_GetTexture(bumptexture);
2116 m.pointer_texcoord[0] = texcoord2f;
2117 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2118 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2119 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2120 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2122 GL_ColorMask(0,0,0,1);
2123 // this squares the result
2124 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2125 GL_LockArrays(firstvertex, numvertices);
2126 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2127 GL_LockArrays(0, 0);
2129 c_rt_lighttris += numtriangles;
2131 memset(&m, 0, sizeof(m));
2132 m.pointer_vertex = vertex3f;
2134 GL_LockArrays(firstvertex, numvertices);
2135 // square alpha in framebuffer a few times to make it shiny
2136 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2137 // these comments are a test run through this math for intensity 0.5
2138 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2139 // 0.25 * 0.25 = 0.0625 (this is another pass)
2140 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2141 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2143 c_rt_lighttris += numtriangles;
2144 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2146 c_rt_lighttris += numtriangles;
2147 GL_LockArrays(0, 0);
2149 memset(&m, 0, sizeof(m));
2150 m.pointer_vertex = vertex3f;
2151 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2153 m.pointer_texcoord3f[0] = vertex3f;
2154 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2156 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2157 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2160 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2161 GL_LockArrays(firstvertex, numvertices);
2162 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2163 GL_LockArrays(0, 0);
2165 c_rt_lighttris += numtriangles;
2167 memset(&m, 0, sizeof(m));
2168 m.pointer_vertex = vertex3f;
2169 m.tex[0] = R_GetTexture(glosstexture);
2170 m.pointer_texcoord[0] = texcoord2f;
2171 if (r_shadow_lightcubemap != r_texture_whitecube)
2173 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2175 m.pointer_texcoord3f[1] = vertex3f;
2176 m.texmatrix[1] = r_shadow_entitytolight;
2178 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2179 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2182 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2184 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2186 // 2/0/0/2 3D combine blendsquare path
2187 memset(&m, 0, sizeof(m));
2188 m.pointer_vertex = vertex3f;
2189 m.tex[0] = R_GetTexture(bumptexture);
2190 m.pointer_texcoord[0] = texcoord2f;
2191 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2192 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2193 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2194 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2196 GL_ColorMask(0,0,0,1);
2197 // this squares the result
2198 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2199 GL_LockArrays(firstvertex, numvertices);
2200 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2201 GL_LockArrays(0, 0);
2203 c_rt_lighttris += numtriangles;
2205 memset(&m, 0, sizeof(m));
2206 m.pointer_vertex = vertex3f;
2208 GL_LockArrays(firstvertex, numvertices);
2209 // square alpha in framebuffer a few times to make it shiny
2210 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2211 // these comments are a test run through this math for intensity 0.5
2212 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2213 // 0.25 * 0.25 = 0.0625 (this is another pass)
2214 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2215 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2217 c_rt_lighttris += numtriangles;
2218 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2220 c_rt_lighttris += numtriangles;
2221 GL_LockArrays(0, 0);
2223 memset(&m, 0, sizeof(m));
2224 m.pointer_vertex = vertex3f;
2225 m.tex[0] = R_GetTexture(glosstexture);
2226 m.pointer_texcoord[0] = texcoord2f;
2227 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2229 m.pointer_texcoord3f[1] = vertex3f;
2230 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2232 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2233 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2235 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2239 // 2/0/0/2/2 2D combine blendsquare path
2240 memset(&m, 0, sizeof(m));
2241 m.pointer_vertex = vertex3f;
2242 m.tex[0] = R_GetTexture(bumptexture);
2243 m.pointer_texcoord[0] = texcoord2f;
2244 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2245 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2246 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2247 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2249 GL_ColorMask(0,0,0,1);
2250 // this squares the result
2251 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2252 GL_LockArrays(firstvertex, numvertices);
2253 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2254 GL_LockArrays(0, 0);
2256 c_rt_lighttris += numtriangles;
2258 memset(&m, 0, sizeof(m));
2259 m.pointer_vertex = vertex3f;
2261 GL_LockArrays(firstvertex, numvertices);
2262 // square alpha in framebuffer a few times to make it shiny
2263 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2264 // these comments are a test run through this math for intensity 0.5
2265 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2266 // 0.25 * 0.25 = 0.0625 (this is another pass)
2267 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2268 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2270 c_rt_lighttris += numtriangles;
2271 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2273 c_rt_lighttris += numtriangles;
2274 GL_LockArrays(0, 0);
2276 memset(&m, 0, sizeof(m));
2277 m.pointer_vertex = vertex3f;
2278 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2280 m.pointer_texcoord3f[0] = vertex3f;
2281 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2283 m.pointer_texcoord[0] = varray_texcoord2f[0];
2284 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2286 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2288 m.pointer_texcoord3f[1] = vertex3f;
2289 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2291 m.pointer_texcoord[1] = varray_texcoord2f[1];
2292 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2295 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2296 GL_LockArrays(firstvertex, numvertices);
2297 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2298 GL_LockArrays(0, 0);
2300 c_rt_lighttris += numtriangles;
2302 memset(&m, 0, sizeof(m));
2303 m.pointer_vertex = vertex3f;
2304 m.tex[0] = R_GetTexture(glosstexture);
2305 m.pointer_texcoord[0] = texcoord2f;
2306 if (r_shadow_lightcubemap != r_texture_whitecube)
2308 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2310 m.pointer_texcoord3f[1] = vertex3f;
2311 m.texmatrix[1] = r_shadow_entitytolight;
2313 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2314 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2317 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2320 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2321 VectorScale(lightcolorbase, colorscale, color2);
2322 GL_LockArrays(firstvertex, numvertices);
2323 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2325 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2326 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2328 c_rt_lighttris += numtriangles;
2330 GL_LockArrays(0, 0);
2335 void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale)
2338 float color[3], color2[3];
2340 // TODO: add direct pants/shirt rendering
2341 if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
2342 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
2343 if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
2344 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
2345 if (r_shadow_rtlight->ambientscale)
2347 GL_BlendFunc(GL_ONE, GL_ONE);
2348 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
2349 memset(&m, 0, sizeof(m));
2350 m.pointer_vertex = vertex3f;
2351 m.tex[0] = R_GetTexture(basetexture);
2352 m.pointer_texcoord[0] = texcoord2f;
2353 if (r_textureunits.integer >= 2)
2356 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2358 m.pointer_texcoord3f[1] = vertex3f;
2359 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2361 m.pointer_texcoord[1] = varray_texcoord2f[1];
2362 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2364 if (r_textureunits.integer >= 3)
2366 // Geforce3/Radeon class but not using dot3
2367 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2369 m.pointer_texcoord3f[2] = vertex3f;
2370 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2372 m.pointer_texcoord[2] = varray_texcoord2f[2];
2373 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2377 if (r_textureunits.integer >= 3)
2378 m.pointer_color = NULL;
2380 m.pointer_color = varray_color4f;
2382 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2384 color[0] = bound(0, color2[0], 1);
2385 color[1] = bound(0, color2[1], 1);
2386 color[2] = bound(0, color2[2], 1);
2387 if (r_textureunits.integer >= 3)
2388 GL_Color(color[0], color[1], color[2], 1);
2389 else if (r_textureunits.integer >= 2)
2390 R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
2392 R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
2393 GL_LockArrays(firstvertex, numvertices);
2394 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2395 GL_LockArrays(0, 0);
2397 c_rt_lighttris += numtriangles;
2400 if (r_shadow_rtlight->diffusescale)
2402 GL_BlendFunc(GL_ONE, GL_ONE);
2403 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
2404 memset(&m, 0, sizeof(m));
2405 m.pointer_vertex = vertex3f;
2406 m.pointer_color = varray_color4f;
2407 m.tex[0] = R_GetTexture(basetexture);
2408 m.pointer_texcoord[0] = texcoord2f;
2409 if (r_textureunits.integer >= 2)
2412 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2414 m.pointer_texcoord3f[1] = vertex3f;
2415 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2417 m.pointer_texcoord[1] = varray_texcoord2f[1];
2418 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2420 if (r_textureunits.integer >= 3)
2422 // Geforce3/Radeon class but not using dot3
2423 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2425 m.pointer_texcoord3f[2] = vertex3f;
2426 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2428 m.pointer_texcoord[2] = varray_texcoord2f[2];
2429 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2434 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2436 color[0] = bound(0, color2[0], 1);
2437 color[1] = bound(0, color2[1], 1);
2438 color[2] = bound(0, color2[2], 1);
2439 if (r_textureunits.integer >= 3)
2440 R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
2441 else if (r_textureunits.integer >= 2)
2442 R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
2444 R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
2445 GL_LockArrays(firstvertex, numvertices);
2446 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2447 GL_LockArrays(0, 0);
2449 c_rt_lighttris += numtriangles;
2454 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale)
2456 // FIXME: support MATERIALFLAG_NODEPTHTEST
2457 switch (r_shadowstage)
2459 case R_SHADOWSTAGE_VISIBLELIGHTING:
2460 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale);
2462 case R_SHADOWSTAGE_LIGHT_GLSL:
2463 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale);
2465 case R_SHADOWSTAGE_LIGHT_DOT3:
2466 R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale);
2468 case R_SHADOWSTAGE_LIGHT_VERTEX:
2469 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale);
2472 Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage);
2477 void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
2481 R_RTLight_Uncompile(rtlight);
2482 memset(rtlight, 0, sizeof(*rtlight));
2484 VectorCopy(light->origin, rtlight->shadoworigin);
2485 VectorCopy(light->color, rtlight->color);
2486 rtlight->radius = light->radius;
2487 //rtlight->cullradius = rtlight->radius;
2488 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2489 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2490 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2491 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2492 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2493 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2494 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2495 rtlight->cubemapname[0] = 0;
2496 if (light->cubemapname[0])
2497 strcpy(rtlight->cubemapname, light->cubemapname);
2498 else if (light->cubemapnum > 0)
2499 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2500 rtlight->shadow = light->shadow;
2501 rtlight->corona = light->corona;
2502 rtlight->style = light->style;
2503 rtlight->isstatic = isstatic;
2504 rtlight->coronasizescale = light->coronasizescale;
2505 rtlight->ambientscale = light->ambientscale;
2506 rtlight->diffusescale = light->diffusescale;
2507 rtlight->specularscale = light->specularscale;
2508 rtlight->flags = light->flags;
2509 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2510 // ConcatScale won't work here because this needs to scale rotate and
2511 // translate, not just rotate
2512 scale = 1.0f / rtlight->radius;
2513 for (k = 0;k < 3;k++)
2514 for (j = 0;j < 4;j++)
2515 rtlight->matrix_worldtolight.m[k][j] *= scale;
2517 rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2518 rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2519 VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2520 rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2523 // compiles rtlight geometry
2524 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2525 void R_RTLight_Compile(rtlight_t *rtlight)
2527 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2528 entity_render_t *ent = r_refdef.worldentity;
2529 model_t *model = r_refdef.worldmodel;
2532 // compile the light
2533 rtlight->compiled = true;
2534 rtlight->static_numleafs = 0;
2535 rtlight->static_numleafpvsbytes = 0;
2536 rtlight->static_leaflist = NULL;
2537 rtlight->static_leafpvs = NULL;
2538 rtlight->static_numsurfaces = 0;
2539 rtlight->static_surfacelist = NULL;
2540 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2541 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2542 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2543 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2544 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2545 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2547 if (model && model->GetLightInfo)
2549 // this variable must be set for the CompileShadowVolume code
2550 r_shadow_compilingrtlight = rtlight;
2551 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2552 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);
2553 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2554 data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2555 rtlight->static_numleafs = numleafs;
2556 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2557 rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs;
2558 rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes;
2559 rtlight->static_numsurfaces = numsurfaces;
2560 rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces;
2562 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2563 if (numleafpvsbytes)
2564 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2566 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2567 if (model->CompileShadowVolume && rtlight->shadow)
2568 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2569 // now we're done compiling the rtlight
2570 r_shadow_compilingrtlight = NULL;
2574 // use smallest available cullradius - box radius or light radius
2575 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2576 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2580 if (rtlight->static_meshchain_shadow)
2583 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2586 shadowtris += mesh->numtriangles;
2590 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);
2593 void R_RTLight_Uncompile(rtlight_t *rtlight)
2595 if (rtlight->compiled)
2597 if (rtlight->static_meshchain_shadow)
2598 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2599 rtlight->static_meshchain_shadow = NULL;
2600 // these allocations are grouped
2601 if (rtlight->static_leaflist)
2602 Mem_Free(rtlight->static_leaflist);
2603 rtlight->static_numleafs = 0;
2604 rtlight->static_numleafpvsbytes = 0;
2605 rtlight->static_leaflist = NULL;
2606 rtlight->static_leafpvs = NULL;
2607 rtlight->static_numsurfaces = 0;
2608 rtlight->static_surfacelist = NULL;
2609 rtlight->compiled = false;
2613 void R_Shadow_UncompileWorldLights(void)
2616 for (light = r_shadow_worldlightchain;light;light = light->next)
2617 R_RTLight_Uncompile(&light->rtlight);
2620 void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2622 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2623 vec_t relativeshadowradius;
2624 if (ent == r_refdef.worldentity)
2626 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2629 R_Mesh_Matrix(&ent->matrix);
2630 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2632 R_Mesh_VertexPointer(mesh->vertex3f);
2633 GL_LockArrays(0, mesh->numverts);
2634 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
2636 // decrement stencil if backface is behind depthbuffer
2637 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2638 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2639 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2640 c_rtcached_shadowmeshes++;
2641 c_rtcached_shadowtris += mesh->numtriangles;
2642 // increment stencil if frontface is behind depthbuffer
2643 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2644 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2646 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2647 c_rtcached_shadowmeshes++;
2648 c_rtcached_shadowtris += mesh->numtriangles;
2649 GL_LockArrays(0, 0);
2652 else if (numsurfaces)
2654 R_Mesh_Matrix(&ent->matrix);
2655 ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2660 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin);
2661 relativeshadowradius = rtlight->radius / ent->scale;
2662 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2663 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2664 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2665 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2666 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2667 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2668 R_Mesh_Matrix(&ent->matrix);
2669 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2673 void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolorbase, int numsurfaces, int *surfacelist)
2675 // set up properties for rendering light onto this entity
2676 r_shadow_entitylightcolor[0] = lightcolorbase[0] * ent->colormod[0] * ent->alpha;
2677 r_shadow_entitylightcolor[1] = lightcolorbase[1] * ent->colormod[1] * ent->alpha;
2678 r_shadow_entitylightcolor[2] = lightcolorbase[2] * ent->colormod[2] * ent->alpha;
2679 Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
2680 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2681 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2682 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin);
2683 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2684 R_Mesh_Matrix(&ent->matrix);
2685 if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
2687 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap));
2688 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2689 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
2690 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
2692 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
2695 if (ent == r_refdef.worldentity)
2696 ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
2698 ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist);
2701 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2706 int numleafs, numsurfaces;
2707 int *leaflist, *surfacelist;
2709 int numlightentities;
2710 int numshadowentities;
2711 entity_render_t *lightentities[MAX_EDICTS];
2712 entity_render_t *shadowentities[MAX_EDICTS];
2714 // skip lights that don't light (corona only lights)
2715 if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
2718 f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2719 VectorScale(rtlight->color, f, lightcolor);
2720 if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
2723 if (rtlight->selected)
2725 f = 2 + sin(realtime * M_PI * 4.0);
2726 VectorScale(lightcolor, f, lightcolor);
2730 // loading is done before visibility checks because loading should happen
2731 // all at once at the start of a level, not when it stalls gameplay.
2732 // (especially important to benchmarks)
2734 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2735 R_RTLight_Compile(rtlight);
2737 r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2739 // if the light box is offscreen, skip it
2740 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2743 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2745 // compiled light, world available and can receive realtime lighting
2746 // retrieve leaf information
2747 numleafs = rtlight->static_numleafs;
2748 leaflist = rtlight->static_leaflist;
2749 leafpvs = rtlight->static_leafpvs;
2750 numsurfaces = rtlight->static_numsurfaces;
2751 surfacelist = rtlight->static_surfacelist;
2753 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2755 // dynamic light, world available and can receive realtime lighting
2756 // calculate lit surfaces and leafs
2757 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2758 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);
2759 leaflist = r_shadow_buffer_leaflist;
2760 leafpvs = r_shadow_buffer_leafpvs;
2761 surfacelist = r_shadow_buffer_surfacelist;
2762 // if the reduced leaf bounds are offscreen, skip it
2763 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2775 // check if light is illuminating any visible leafs
2778 for (i = 0;i < numleafs;i++)
2779 if (r_worldleafvisible[leaflist[i]])
2784 // set up a scissor rectangle for this light
2785 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2788 numlightentities = 0;
2790 lightentities[numlightentities++] = r_refdef.worldentity;
2791 numshadowentities = 0;
2793 shadowentities[numshadowentities++] = r_refdef.worldentity;
2794 if (r_drawentities.integer)
2796 for (i = 0;i < r_refdef.numentities;i++)
2798 entity_render_t *ent = r_refdef.entities[i];
2799 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2801 && !(ent->flags & RENDER_TRANSPARENT)
2802 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2804 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2805 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2806 shadowentities[numshadowentities++] = ent;
2807 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2808 lightentities[numlightentities++] = ent;
2813 // return if there's nothing at all to light
2814 if (!numlightentities)
2817 R_Shadow_Stage_ActiveLight(rtlight);
2821 if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2824 R_Shadow_Stage_StencilShadowVolumes();
2825 for (i = 0;i < numshadowentities;i++)
2826 R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2829 if (numlightentities && !visible)
2831 R_Shadow_Stage_Lighting(usestencil);
2832 for (i = 0;i < numlightentities;i++)
2833 R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2836 if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2838 R_Shadow_Stage_VisibleShadowVolumes();
2839 for (i = 0;i < numshadowentities;i++)
2840 R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2843 if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
2845 R_Shadow_Stage_VisibleLighting(usestencil);
2846 for (i = 0;i < numlightentities;i++)
2847 R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2851 void R_ShadowVolumeLighting(qboolean visible)
2856 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2857 R_Shadow_EditLights_Reload_f();
2859 R_Shadow_Stage_Begin();
2861 flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2862 if (r_shadow_debuglight.integer >= 0)
2864 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2865 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2866 R_DrawRTLight(&light->rtlight, visible);
2869 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2870 if (light->flags & flag)
2871 R_DrawRTLight(&light->rtlight, visible);
2873 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
2874 R_DrawRTLight(&light->rtlight, visible);
2876 R_Shadow_Stage_End();
2879 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2880 typedef struct suffixinfo_s
2883 qboolean flipx, flipy, flipdiagonal;
2886 static suffixinfo_t suffix[3][6] =
2889 {"px", false, false, false},
2890 {"nx", false, false, false},
2891 {"py", false, false, false},
2892 {"ny", false, false, false},
2893 {"pz", false, false, false},
2894 {"nz", false, false, false}
2897 {"posx", false, false, false},
2898 {"negx", false, false, false},
2899 {"posy", false, false, false},
2900 {"negy", false, false, false},
2901 {"posz", false, false, false},
2902 {"negz", false, false, false}
2905 {"rt", true, false, true},
2906 {"lf", false, true, true},
2907 {"ft", true, true, false},
2908 {"bk", false, false, false},
2909 {"up", true, false, true},
2910 {"dn", true, false, true}
2914 static int componentorder[4] = {0, 1, 2, 3};
2916 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2918 int i, j, cubemapsize;
2919 qbyte *cubemappixels, *image_rgba;
2920 rtexture_t *cubemaptexture;
2922 // must start 0 so the first loadimagepixels has no requested width/height
2924 cubemappixels = NULL;
2925 cubemaptexture = NULL;
2926 // keep trying different suffix groups (posx, px, rt) until one loads
2927 for (j = 0;j < 3 && !cubemappixels;j++)
2929 // load the 6 images in the suffix group
2930 for (i = 0;i < 6;i++)
2932 // generate an image name based on the base and and suffix
2933 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2935 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2937 // an image loaded, make sure width and height are equal
2938 if (image_width == image_height)
2940 // if this is the first image to load successfully, allocate the cubemap memory
2941 if (!cubemappixels && image_width >= 1)
2943 cubemapsize = image_width;
2944 // note this clears to black, so unavailable sides are black
2945 cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2947 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2949 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);
2952 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2954 Mem_Free(image_rgba);
2958 // if a cubemap loaded, upload it
2961 if (!r_shadow_filters_texturepool)
2962 r_shadow_filters_texturepool = R_AllocTexturePool();
2963 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2964 Mem_Free(cubemappixels);
2968 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2969 for (j = 0;j < 3;j++)
2970 for (i = 0;i < 6;i++)
2971 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2972 Con_Print(" and was unable to find any of them.\n");
2974 return cubemaptexture;
2977 rtexture_t *R_Shadow_Cubemap(const char *basename)
2980 for (i = 0;i < numcubemaps;i++)
2981 if (!strcasecmp(cubemaps[i].basename, basename))
2982 return cubemaps[i].texture;
2983 if (i >= MAX_CUBEMAPS)
2984 return r_texture_whitecube;
2986 strcpy(cubemaps[i].basename, basename);
2987 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
2988 if (!cubemaps[i].texture)
2989 cubemaps[i].texture = r_texture_whitecube;
2990 return cubemaps[i].texture;
2993 void R_Shadow_FreeCubemaps(void)
2996 R_FreeTexturePool(&r_shadow_filters_texturepool);
2999 dlight_t *R_Shadow_NewWorldLight(void)
3002 light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3003 light->next = r_shadow_worldlightchain;
3004 r_shadow_worldlightchain = light;
3008 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)
3010 VectorCopy(origin, light->origin);
3011 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3012 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3013 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3014 light->color[0] = max(color[0], 0);
3015 light->color[1] = max(color[1], 0);
3016 light->color[2] = max(color[2], 0);
3017 light->radius = max(radius, 0);
3018 light->style = style;
3019 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3021 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3024 light->shadow = shadowenable;
3025 light->corona = corona;
3028 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3029 light->coronasizescale = coronasizescale;
3030 light->ambientscale = ambientscale;
3031 light->diffusescale = diffusescale;
3032 light->specularscale = specularscale;
3033 light->flags = flags;
3034 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3036 R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
3039 void R_Shadow_FreeWorldLight(dlight_t *light)
3041 dlight_t **lightpointer;
3042 R_RTLight_Uncompile(&light->rtlight);
3043 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3044 if (*lightpointer != light)
3045 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
3046 *lightpointer = light->next;
3050 void R_Shadow_ClearWorldLights(void)
3052 while (r_shadow_worldlightchain)
3053 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3054 r_shadow_selectedlight = NULL;
3055 R_Shadow_FreeCubemaps();
3058 void R_Shadow_SelectLight(dlight_t *light)
3060 if (r_shadow_selectedlight)
3061 r_shadow_selectedlight->selected = false;
3062 r_shadow_selectedlight = light;
3063 if (r_shadow_selectedlight)
3064 r_shadow_selectedlight->selected = true;
3067 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
3069 float scale = r_editlights_cursorgrid.value * 0.5f;
3070 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3073 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
3076 const dlight_t *light;
3079 if (light->selected)
3080 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3083 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3086 void R_Shadow_DrawLightSprites(void)
3092 for (i = 0;i < 5;i++)
3094 lighttextures[i] = NULL;
3095 if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1), true)))
3096 lighttextures[i] = pic->tex;
3099 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3100 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5);
3101 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
3104 void R_Shadow_SelectLightInView(void)
3106 float bestrating, rating, temp[3];
3107 dlight_t *best, *light;
3110 for (light = r_shadow_worldlightchain;light;light = light->next)
3112 VectorSubtract(light->origin, r_vieworigin, temp);
3113 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3116 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3117 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3119 bestrating = rating;
3124 R_Shadow_SelectLight(best);
3127 void R_Shadow_LoadWorldLights(void)
3129 int n, a, style, shadow, flags;
3130 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3131 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3132 if (r_refdef.worldmodel == NULL)
3134 Con_Print("No map loaded.\n");
3137 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3138 strlcat (name, ".rtlights", sizeof (name));
3139 lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3149 for (;COM_Parse(t, true) && strcmp(
3150 if (COM_Parse(t, true))
3152 if (com_token[0] == '!')
3155 origin[0] = atof(com_token+1);
3158 origin[0] = atof(com_token);
3163 while (*s && *s != '\n' && *s != '\r')
3169 // check for modifier flags
3176 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);
3179 flags = LIGHTFLAG_REALTIMEMODE;
3187 coronasizescale = 0.25f;
3189 VectorClear(angles);
3192 if (a < 9 || !strcmp(cubemapname, "\"\""))
3194 // remove quotes on cubemapname
3195 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3197 cubemapname[strlen(cubemapname)-1] = 0;
3198 strcpy(cubemapname, cubemapname + 1);
3202 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);
3205 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3213 Con_Printf("invalid rtlights file \"%s\"\n", name);
3214 Mem_Free(lightsstring);
3218 void R_Shadow_SaveWorldLights(void)
3221 size_t bufchars, bufmaxchars;
3223 char name[MAX_QPATH];
3225 if (!r_shadow_worldlightchain)
3227 if (r_refdef.worldmodel == NULL)
3229 Con_Print("No map loaded.\n");
3232 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3233 strlcat (name, ".rtlights", sizeof (name));
3234 bufchars = bufmaxchars = 0;
3236 for (light = r_shadow_worldlightchain;light;light = light->next)
3238 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3239 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);
3240 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3241 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]);
3243 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);
3244 if (bufchars + strlen(line) > bufmaxchars)
3246 bufmaxchars = bufchars + strlen(line) + 2048;
3248 buf = Mem_Alloc(tempmempool, bufmaxchars);
3252 memcpy(buf, oldbuf, bufchars);
3258 memcpy(buf + bufchars, line, strlen(line));
3259 bufchars += strlen(line);
3263 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3268 void R_Shadow_LoadLightsFile(void)
3271 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3272 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3273 if (r_refdef.worldmodel == NULL)
3275 Con_Print("No map loaded.\n");
3278 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3279 strlcat (name, ".lights", sizeof (name));
3280 lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3288 while (*s && *s != '\n' && *s != '\r')
3294 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);
3298 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);
3301 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3302 radius = bound(15, radius, 4096);
3303 VectorScale(color, (2.0f / (8388608.0f)), color);
3304 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3312 Con_Printf("invalid lights file \"%s\"\n", name);
3313 Mem_Free(lightsstring);
3317 // tyrlite/hmap2 light types in the delay field
3318 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3320 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3322 int entnum, style, islight, skin, pflags, effects, type, n;
3325 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3326 char key[256], value[1024];
3328 if (r_refdef.worldmodel == NULL)
3330 Con_Print("No map loaded.\n");
3333 // try to load a .ent file first
3334 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3335 strlcat (key, ".ent", sizeof (key));
3336 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true);
3337 // and if that is not found, fall back to the bsp file entity string
3339 data = r_refdef.worldmodel->brush.entities;
3342 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3344 type = LIGHTTYPE_MINUSX;
3345 origin[0] = origin[1] = origin[2] = 0;
3346 originhack[0] = originhack[1] = originhack[2] = 0;
3347 angles[0] = angles[1] = angles[2] = 0;
3348 color[0] = color[1] = color[2] = 1;
3349 light[0] = light[1] = light[2] = 1;light[3] = 300;
3350 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3360 if (!COM_ParseToken(&data, false))
3362 if (com_token[0] == '}')
3363 break; // end of entity
3364 if (com_token[0] == '_')
3365 strcpy(key, com_token + 1);
3367 strcpy(key, com_token);
3368 while (key[strlen(key)-1] == ' ') // remove trailing spaces
3369 key[strlen(key)-1] = 0;
3370 if (!COM_ParseToken(&data, false))
3372 strcpy(value, com_token);
3374 // now that we have the key pair worked out...
3375 if (!strcmp("light", key))
3377 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3381 light[0] = vec[0] * (1.0f / 256.0f);
3382 light[1] = vec[0] * (1.0f / 256.0f);
3383 light[2] = vec[0] * (1.0f / 256.0f);
3389 light[0] = vec[0] * (1.0f / 255.0f);
3390 light[1] = vec[1] * (1.0f / 255.0f);
3391 light[2] = vec[2] * (1.0f / 255.0f);
3395 else if (!strcmp("delay", key))
3397 else if (!strcmp("origin", key))
3398 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3399 else if (!strcmp("angle", key))
3400 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3401 else if (!strcmp("angles", key))
3402 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3403 else if (!strcmp("color", key))
3404 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3405 else if (!strcmp("wait", key))
3406 fadescale = atof(value);
3407 else if (!strcmp("classname", key))
3409 if (!strncmp(value, "light", 5))
3412 if (!strcmp(value, "light_fluoro"))
3417 overridecolor[0] = 1;
3418 overridecolor[1] = 1;
3419 overridecolor[2] = 1;
3421 if (!strcmp(value, "light_fluorospark"))
3426 overridecolor[0] = 1;
3427 overridecolor[1] = 1;
3428 overridecolor[2] = 1;
3430 if (!strcmp(value, "light_globe"))
3435 overridecolor[0] = 1;
3436 overridecolor[1] = 0.8;
3437 overridecolor[2] = 0.4;
3439 if (!strcmp(value, "light_flame_large_yellow"))
3444 overridecolor[0] = 1;
3445 overridecolor[1] = 0.5;
3446 overridecolor[2] = 0.1;
3448 if (!strcmp(value, "light_flame_small_yellow"))
3453 overridecolor[0] = 1;
3454 overridecolor[1] = 0.5;
3455 overridecolor[2] = 0.1;
3457 if (!strcmp(value, "light_torch_small_white"))
3462 overridecolor[0] = 1;
3463 overridecolor[1] = 0.5;
3464 overridecolor[2] = 0.1;
3466 if (!strcmp(value, "light_torch_small_walltorch"))
3471 overridecolor[0] = 1;
3472 overridecolor[1] = 0.5;
3473 overridecolor[2] = 0.1;
3477 else if (!strcmp("style", key))
3478 style = atoi(value);
3479 else if (!strcmp("skin", key))
3480 skin = (int)atof(value);
3481 else if (!strcmp("pflags", key))
3482 pflags = (int)atof(value);
3483 else if (!strcmp("effects", key))
3484 effects = (int)atof(value);
3485 else if (r_refdef.worldmodel->type == mod_brushq3)
3487 if (!strcmp("scale", key))
3488 lightscale = atof(value);
3489 if (!strcmp("fade", key))
3490 fadescale = atof(value);
3495 if (lightscale <= 0)
3499 if (color[0] == color[1] && color[0] == color[2])
3501 color[0] *= overridecolor[0];
3502 color[1] *= overridecolor[1];
3503 color[2] *= overridecolor[2];
3505 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3506 color[0] = color[0] * light[0];
3507 color[1] = color[1] * light[1];
3508 color[2] = color[2] * light[2];
3511 case LIGHTTYPE_MINUSX:
3513 case LIGHTTYPE_RECIPX:
3515 VectorScale(color, (1.0f / 16.0f), color);
3517 case LIGHTTYPE_RECIPXX:
3519 VectorScale(color, (1.0f / 16.0f), color);
3522 case LIGHTTYPE_NONE:
3526 case LIGHTTYPE_MINUSXX:
3529 VectorAdd(origin, originhack, origin);
3531 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);
3534 Mem_Free(entfiledata);
3538 void R_Shadow_SetCursorLocationForView(void)
3541 vec3_t dest, endpos;
3543 VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3544 trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3545 if (trace.fraction < 1)
3547 dist = trace.fraction * r_editlights_cursordistance.value;
3548 push = r_editlights_cursorpushback.value;
3552 VectorMA(trace.endpos, push, r_viewforward, endpos);
3553 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3557 VectorClear( endpos );
3559 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3560 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3561 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3564 void R_Shadow_UpdateWorldLightSelection(void)
3566 if (r_editlights.integer)
3568 R_Shadow_SetCursorLocationForView();
3569 R_Shadow_SelectLightInView();
3570 R_Shadow_DrawLightSprites();
3573 R_Shadow_SelectLight(NULL);
3576 void R_Shadow_EditLights_Clear_f(void)
3578 R_Shadow_ClearWorldLights();
3581 void R_Shadow_EditLights_Reload_f(void)
3583 if (!r_refdef.worldmodel)
3585 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3586 R_Shadow_ClearWorldLights();
3587 R_Shadow_LoadWorldLights();
3588 if (r_shadow_worldlightchain == NULL)
3590 R_Shadow_LoadLightsFile();
3591 if (r_shadow_worldlightchain == NULL)
3592 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3596 void R_Shadow_EditLights_Save_f(void)
3598 if (!r_refdef.worldmodel)
3600 R_Shadow_SaveWorldLights();
3603 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3605 R_Shadow_ClearWorldLights();
3606 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3609 void R_Shadow_EditLights_ImportLightsFile_f(void)
3611 R_Shadow_ClearWorldLights();
3612 R_Shadow_LoadLightsFile();
3615 void R_Shadow_EditLights_Spawn_f(void)
3618 if (!r_editlights.integer)
3620 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3623 if (Cmd_Argc() != 1)
3625 Con_Print("r_editlights_spawn does not take parameters\n");
3628 color[0] = color[1] = color[2] = 1;
3629 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3632 void R_Shadow_EditLights_Edit_f(void)
3634 vec3_t origin, angles, color;
3635 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3636 int style, shadows, flags, normalmode, realtimemode;
3637 char cubemapname[1024];
3638 if (!r_editlights.integer)
3640 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3643 if (!r_shadow_selectedlight)
3645 Con_Print("No selected light.\n");
3648 VectorCopy(r_shadow_selectedlight->origin, origin);
3649 VectorCopy(r_shadow_selectedlight->angles, angles);
3650 VectorCopy(r_shadow_selectedlight->color, color);
3651 radius = r_shadow_selectedlight->radius;
3652 style = r_shadow_selectedlight->style;
3653 if (r_shadow_selectedlight->cubemapname)
3654 strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
3657 shadows = r_shadow_selectedlight->shadow;
3658 corona = r_shadow_selectedlight->corona;
3659 coronasizescale = r_shadow_selectedlight->coronasizescale;
3660 ambientscale = r_shadow_selectedlight->ambientscale;
3661 diffusescale = r_shadow_selectedlight->diffusescale;
3662 specularscale = r_shadow_selectedlight->specularscale;
3663 flags = r_shadow_selectedlight->flags;
3664 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3665 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3666 if (!strcmp(Cmd_Argv(1), "origin"))
3668 if (Cmd_Argc() != 5)
3670 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3673 origin[0] = atof(Cmd_Argv(2));
3674 origin[1] = atof(Cmd_Argv(3));
3675 origin[2] = atof(Cmd_Argv(4));
3677 else if (!strcmp(Cmd_Argv(1), "originx"))
3679 if (Cmd_Argc() != 3)
3681 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3684 origin[0] = atof(Cmd_Argv(2));
3686 else if (!strcmp(Cmd_Argv(1), "originy"))
3688 if (Cmd_Argc() != 3)
3690 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3693 origin[1] = atof(Cmd_Argv(2));
3695 else if (!strcmp(Cmd_Argv(1), "originz"))
3697 if (Cmd_Argc() != 3)
3699 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3702 origin[2] = atof(Cmd_Argv(2));
3704 else if (!strcmp(Cmd_Argv(1), "move"))
3706 if (Cmd_Argc() != 5)
3708 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3711 origin[0] += atof(Cmd_Argv(2));
3712 origin[1] += atof(Cmd_Argv(3));
3713 origin[2] += atof(Cmd_Argv(4));
3715 else if (!strcmp(Cmd_Argv(1), "movex"))
3717 if (Cmd_Argc() != 3)
3719 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3722 origin[0] += atof(Cmd_Argv(2));
3724 else if (!strcmp(Cmd_Argv(1), "movey"))
3726 if (Cmd_Argc() != 3)
3728 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3731 origin[1] += atof(Cmd_Argv(2));
3733 else if (!strcmp(Cmd_Argv(1), "movez"))
3735 if (Cmd_Argc() != 3)
3737 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3740 origin[2] += atof(Cmd_Argv(2));
3742 else if (!strcmp(Cmd_Argv(1), "angles"))
3744 if (Cmd_Argc() != 5)
3746 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3749 angles[0] = atof(Cmd_Argv(2));
3750 angles[1] = atof(Cmd_Argv(3));
3751 angles[2] = atof(Cmd_Argv(4));
3753 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3755 if (Cmd_Argc() != 3)
3757 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3760 angles[0] = atof(Cmd_Argv(2));
3762 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3764 if (Cmd_Argc() != 3)
3766 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3769 angles[1] = atof(Cmd_Argv(2));
3771 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3773 if (Cmd_Argc() != 3)
3775 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3778 angles[2] = atof(Cmd_Argv(2));
3780 else if (!strcmp(Cmd_Argv(1), "color"))
3782 if (Cmd_Argc() != 5)
3784 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3787 color[0] = atof(Cmd_Argv(2));
3788 color[1] = atof(Cmd_Argv(3));
3789 color[2] = atof(Cmd_Argv(4));
3791 else if (!strcmp(Cmd_Argv(1), "radius"))
3793 if (Cmd_Argc() != 3)
3795 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3798 radius = atof(Cmd_Argv(2));
3800 else if (!strcmp(Cmd_Argv(1), "colorscale"))
3802 if (Cmd_Argc() == 3)
3804 double scale = atof(Cmd_Argv(2));
3811 if (Cmd_Argc() != 5)
3813 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
3816 color[0] *= atof(Cmd_Argv(2));
3817 color[1] *= atof(Cmd_Argv(3));
3818 color[2] *= atof(Cmd_Argv(4));
3821 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3823 if (Cmd_Argc() != 3)
3825 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3828 radius *= atof(Cmd_Argv(2));
3830 else if (!strcmp(Cmd_Argv(1), "style"))
3832 if (Cmd_Argc() != 3)
3834 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3837 style = atoi(Cmd_Argv(2));
3839 else if (!strcmp(Cmd_Argv(1), "cubemap"))
3843 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3846 if (Cmd_Argc() == 3)
3847 strcpy(cubemapname, Cmd_Argv(2));
3851 else if (!strcmp(Cmd_Argv(1), "shadows"))
3853 if (Cmd_Argc() != 3)
3855 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3858 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3860 else if (!strcmp(Cmd_Argv(1), "corona"))
3862 if (Cmd_Argc() != 3)
3864 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3867 corona = atof(Cmd_Argv(2));
3869 else if (!strcmp(Cmd_Argv(1), "coronasize"))
3871 if (Cmd_Argc() != 3)
3873 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3876 coronasizescale = atof(Cmd_Argv(2));
3878 else if (!strcmp(Cmd_Argv(1), "ambient"))
3880 if (Cmd_Argc() != 3)
3882 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3885 ambientscale = atof(Cmd_Argv(2));
3887 else if (!strcmp(Cmd_Argv(1), "diffuse"))
3889 if (Cmd_Argc() != 3)
3891 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3894 diffusescale = atof(Cmd_Argv(2));
3896 else if (!strcmp(Cmd_Argv(1), "specular"))
3898 if (Cmd_Argc() != 3)
3900 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3903 specularscale = atof(Cmd_Argv(2));
3905 else if (!strcmp(Cmd_Argv(1), "normalmode"))
3907 if (Cmd_Argc() != 3)
3909 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3912 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3914 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3916 if (Cmd_Argc() != 3)
3918 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3921 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3925 Con_Print("usage: r_editlights_edit [property] [value]\n");
3926 Con_Print("Selected light's properties:\n");
3927 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3928 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3929 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3930 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
3931 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
3932 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
3933 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3934 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
3935 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
3936 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
3937 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
3938 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
3939 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
3940 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
3943 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
3944 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3947 void R_Shadow_EditLights_EditAll_f(void)
3951 if (!r_editlights.integer)
3953 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
3957 for (light = r_shadow_worldlightchain;light;light = light->next)
3959 R_Shadow_SelectLight(light);
3960 R_Shadow_EditLights_Edit_f();
3964 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
3966 int lightnumber, lightcount;
3970 if (!r_editlights.integer)
3976 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
3977 if (light == r_shadow_selectedlight)
3978 lightnumber = lightcount;
3979 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;
3980 if (r_shadow_selectedlight == NULL)
3982 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3983 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;
3984 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;
3985 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;
3986 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3987 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3988 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3989 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;
3990 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3991 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3992 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3993 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3994 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3995 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;
3996 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;
3999 void R_Shadow_EditLights_ToggleShadow_f(void)
4001 if (!r_editlights.integer)
4003 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4006 if (!r_shadow_selectedlight)
4008 Con_Print("No selected light.\n");
4011 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);
4014 void R_Shadow_EditLights_ToggleCorona_f(void)
4016 if (!r_editlights.integer)
4018 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4021 if (!r_shadow_selectedlight)
4023 Con_Print("No selected light.\n");
4026 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);
4029 void R_Shadow_EditLights_Remove_f(void)
4031 if (!r_editlights.integer)
4033 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
4036 if (!r_shadow_selectedlight)
4038 Con_Print("No selected light.\n");
4041 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4042 r_shadow_selectedlight = NULL;
4045 void R_Shadow_EditLights_Help_f(void)
4048 "Documentation on r_editlights system:\n"
4050 "r_editlights : enable/disable editing mode\n"
4051 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4052 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4053 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4054 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4055 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4057 "r_editlights_help : this help\n"
4058 "r_editlights_clear : remove all lights\n"
4059 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4060 "r_editlights_save : save to .rtlights file\n"
4061 "r_editlights_spawn : create a light with default settings\n"
4062 "r_editlights_edit command : edit selected light - more documentation below\n"
4063 "r_editlights_remove : remove selected light\n"
4064 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4065 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4066 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4068 "origin x y z : set light location\n"
4069 "originx x: set x component of light location\n"
4070 "originy y: set y component of light location\n"
4071 "originz z: set z component of light location\n"
4072 "move x y z : adjust light location\n"
4073 "movex x: adjust x component of light location\n"
4074 "movey y: adjust y component of light location\n"
4075 "movez z: adjust z component of light location\n"
4076 "angles x y z : set light angles\n"
4077 "anglesx x: set x component of light angles\n"
4078 "anglesy y: set y component of light angles\n"
4079 "anglesz z: set z component of light angles\n"
4080 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4081 "radius radius : set radius (size) of light\n"
4082 "colorscale grey : multiply color of light (1 does nothing)\n"
4083 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4084 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4085 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4086 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4087 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4088 "shadows 1/0 : turn on/off shadows\n"
4089 "corona n : set corona intensity\n"
4090 "coronasize n : set corona size (0-1)\n"
4091 "ambient n : set ambient intensity (0-1)\n"
4092 "diffuse n : set diffuse intensity (0-1)\n"
4093 "specular n : set specular intensity (0-1)\n"
4094 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4095 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4096 "<nothing> : print light properties to console\n"
4100 void R_Shadow_EditLights_CopyInfo_f(void)
4102 if (!r_editlights.integer)
4104 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
4107 if (!r_shadow_selectedlight)
4109 Con_Print("No selected light.\n");
4112 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4113 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4114 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4115 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4116 if (r_shadow_selectedlight->cubemapname)
4117 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4119 r_shadow_bufferlight.cubemapname[0] = 0;
4120 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4121 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4122 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4123 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4124 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4125 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4126 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4129 void R_Shadow_EditLights_PasteInfo_f(void)
4131 if (!r_editlights.integer)
4133 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
4136 if (!r_shadow_selectedlight)
4138 Con_Print("No selected light.\n");
4141 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);
4144 void R_Shadow_EditLights_Init(void)
4146 Cvar_RegisterVariable(&r_editlights);
4147 Cvar_RegisterVariable(&r_editlights_cursordistance);
4148 Cvar_RegisterVariable(&r_editlights_cursorpushback);
4149 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4150 Cvar_RegisterVariable(&r_editlights_cursorgrid);
4151 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4152 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
4153 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
4154 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
4155 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
4156 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
4157 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
4158 Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f);
4159 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
4160 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
4161 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
4162 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
4163 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
4164 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f);
4165 Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f);