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 #define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
145 extern void R_Shadow_EditLights_Init(void);
147 typedef enum r_shadow_rendermode_e
149 R_SHADOW_RENDERMODE_NONE,
150 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
151 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
152 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
153 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
154 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
155 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
156 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
157 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
158 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
159 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
160 R_SHADOW_RENDERMODE_LIGHT_GLSL,
161 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
162 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
163 R_SHADOW_RENDERMODE_SHADOWMAP2D,
164 R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
165 R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
167 r_shadow_rendermode_t;
169 typedef enum r_shadow_shadowmode_e
171 R_SHADOW_SHADOWMODE_STENCIL,
172 R_SHADOW_SHADOWMODE_SHADOWMAP2D,
173 R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
174 R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
176 r_shadow_shadowmode_t;
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmaprect;
183 qboolean r_shadow_usingshadowmap2d;
184 qboolean r_shadow_usingshadowmapcube;
185 int r_shadow_shadowmapside;
186 float r_shadow_shadowmap_texturescale[2];
187 float r_shadow_shadowmap_parameters[4];
189 int r_shadow_drawbuffer;
190 int r_shadow_readbuffer;
192 int r_shadow_cullface_front, r_shadow_cullface_back;
193 GLuint r_shadow_fborectangle;
194 GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
195 GLuint r_shadow_fbo2d;
196 r_shadow_shadowmode_t r_shadow_shadowmode;
197 int r_shadow_shadowmapfilterquality;
198 int r_shadow_shadowmaptexturetype;
199 int r_shadow_shadowmapdepthbits;
200 int r_shadow_shadowmapmaxsize;
201 qboolean r_shadow_shadowmapvsdct;
202 qboolean r_shadow_shadowmapsampler;
203 int r_shadow_shadowmappcf;
204 int r_shadow_shadowmapborder;
205 int r_shadow_lightscissor[4];
206 qboolean r_shadow_usingdeferredprepass;
208 int maxshadowtriangles;
211 int maxshadowvertices;
212 float *shadowvertex3f;
222 unsigned char *shadowsides;
223 int *shadowsideslist;
230 int r_shadow_buffer_numleafpvsbytes;
231 unsigned char *r_shadow_buffer_visitingleafpvs;
232 unsigned char *r_shadow_buffer_leafpvs;
233 int *r_shadow_buffer_leaflist;
235 int r_shadow_buffer_numsurfacepvsbytes;
236 unsigned char *r_shadow_buffer_surfacepvs;
237 int *r_shadow_buffer_surfacelist;
238 unsigned char *r_shadow_buffer_surfacesides;
240 int r_shadow_buffer_numshadowtrispvsbytes;
241 unsigned char *r_shadow_buffer_shadowtrispvs;
242 int r_shadow_buffer_numlighttrispvsbytes;
243 unsigned char *r_shadow_buffer_lighttrispvs;
245 rtexturepool_t *r_shadow_texturepool;
246 rtexture_t *r_shadow_attenuationgradienttexture;
247 rtexture_t *r_shadow_attenuation2dtexture;
248 rtexture_t *r_shadow_attenuation3dtexture;
249 skinframe_t *r_shadow_lightcorona;
250 rtexture_t *r_shadow_shadowmaprectangletexture;
251 rtexture_t *r_shadow_shadowmap2dtexture;
252 rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
253 rtexture_t *r_shadow_shadowmapvsdcttexture;
254 int r_shadow_shadowmapsize; // changes for each light based on distance
255 int r_shadow_shadowmaplod; // changes for each light based on distance
257 GLuint r_shadow_prepassgeometryfbo;
258 GLuint r_shadow_prepasslightingfbo;
259 int r_shadow_prepass_width;
260 int r_shadow_prepass_height;
261 rtexture_t *r_shadow_prepassgeometrydepthtexture;
262 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
263 rtexture_t *r_shadow_prepasslightingdiffusetexture;
264 rtexture_t *r_shadow_prepasslightingspeculartexture;
266 // lights are reloaded when this changes
267 char r_shadow_mapname[MAX_QPATH];
269 // used only for light filters (cubemaps)
270 rtexturepool_t *r_shadow_filters_texturepool;
272 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
274 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
275 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
276 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
277 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
278 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
279 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
280 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
281 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
282 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
283 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
284 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
285 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
286 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
287 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
289 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
290 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
291 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
292 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
293 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
294 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
295 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
296 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
297 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
298 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
299 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
300 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
301 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
302 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
303 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
304 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
305 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
306 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
307 cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
308 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
309 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
310 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
311 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
312 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
313 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
314 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
315 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
316 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
317 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
318 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
319 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
320 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
321 cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
322 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
323 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
324 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
325 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
326 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
327 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
328 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
329 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
330 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
331 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
332 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
333 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
334 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
335 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
336 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
338 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
339 #define ATTENTABLESIZE 256
340 // 1D gradient, 2D circle and 3D sphere attenuation textures
341 #define ATTEN1DSIZE 32
342 #define ATTEN2DSIZE 64
343 #define ATTEN3DSIZE 32
345 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
346 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
347 static float r_shadow_attentable[ATTENTABLESIZE+1];
349 rtlight_t *r_shadow_compilingrtlight;
350 static memexpandablearray_t r_shadow_worldlightsarray;
351 dlight_t *r_shadow_selectedlight;
352 dlight_t r_shadow_bufferlight;
353 vec3_t r_editlights_cursorlocation;
355 extern int con_vislines;
357 typedef struct cubemapinfo_s
364 static int numcubemaps;
365 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
367 void R_Shadow_UncompileWorldLights(void);
368 void R_Shadow_ClearWorldLights(void);
369 void R_Shadow_SaveWorldLights(void);
370 void R_Shadow_LoadWorldLights(void);
371 void R_Shadow_LoadLightsFile(void);
372 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
373 void R_Shadow_EditLights_Reload_f(void);
374 void R_Shadow_ValidateCvars(void);
375 static void R_Shadow_MakeTextures(void);
377 #define EDLIGHTSPRSIZE 8
378 skinframe_t *r_editlights_sprcursor;
379 skinframe_t *r_editlights_sprlight;
380 skinframe_t *r_editlights_sprnoshadowlight;
381 skinframe_t *r_editlights_sprcubemaplight;
382 skinframe_t *r_editlights_sprcubemapnoshadowlight;
383 skinframe_t *r_editlights_sprselection;
385 void R_Shadow_SetShadowMode(void)
387 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
388 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
389 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
390 r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
391 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
392 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
393 r_shadow_shadowmaplod = -1;
394 r_shadow_shadowmapsize = 0;
395 r_shadow_shadowmapsampler = false;
396 r_shadow_shadowmappcf = 0;
397 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
398 switch(vid.renderpath)
400 case RENDERPATH_GL20:
401 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
403 if(r_shadow_shadowmapfilterquality < 0)
405 if(strstr(gl_vendor, "NVIDIA"))
407 r_shadow_shadowmapsampler = vid.support.arb_shadow;
408 r_shadow_shadowmappcf = 1;
410 else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
411 r_shadow_shadowmappcf = 1;
412 else if(strstr(gl_vendor, "ATI"))
413 r_shadow_shadowmappcf = 1;
415 r_shadow_shadowmapsampler = vid.support.arb_shadow;
419 switch (r_shadow_shadowmapfilterquality)
422 r_shadow_shadowmapsampler = vid.support.arb_shadow;
425 r_shadow_shadowmapsampler = vid.support.arb_shadow;
426 r_shadow_shadowmappcf = 1;
429 r_shadow_shadowmappcf = 1;
432 r_shadow_shadowmappcf = 2;
436 switch (r_shadow_shadowmaptexturetype)
439 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
442 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
445 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
448 if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
449 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
450 else if(vid.support.arb_texture_rectangle)
451 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
453 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
458 case RENDERPATH_GL13:
460 case RENDERPATH_GL11:
465 void R_Shadow_FreeShadowMaps(void)
469 R_Shadow_SetShadowMode();
471 if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
476 if (r_shadow_fborectangle)
477 qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
478 r_shadow_fborectangle = 0;
481 qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
483 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
484 if (r_shadow_fbocubeside[i])
485 qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
486 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
488 if (r_shadow_shadowmaprectangletexture)
489 R_FreeTexture(r_shadow_shadowmaprectangletexture);
490 r_shadow_shadowmaprectangletexture = NULL;
492 if (r_shadow_shadowmap2dtexture)
493 R_FreeTexture(r_shadow_shadowmap2dtexture);
494 r_shadow_shadowmap2dtexture = NULL;
496 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
497 if (r_shadow_shadowmapcubetexture[i])
498 R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
499 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
501 if (r_shadow_shadowmapvsdcttexture)
502 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
503 r_shadow_shadowmapvsdcttexture = NULL;
508 void r_shadow_start(void)
510 // allocate vertex processing arrays
512 r_shadow_attenuationgradienttexture = NULL;
513 r_shadow_attenuation2dtexture = NULL;
514 r_shadow_attenuation3dtexture = NULL;
515 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
516 r_shadow_shadowmaprectangletexture = NULL;
517 r_shadow_shadowmap2dtexture = NULL;
518 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
519 r_shadow_shadowmapvsdcttexture = NULL;
520 r_shadow_shadowmapmaxsize = 0;
521 r_shadow_shadowmapsize = 0;
522 r_shadow_shadowmaplod = 0;
523 r_shadow_shadowmapfilterquality = -1;
524 r_shadow_shadowmaptexturetype = -1;
525 r_shadow_shadowmapdepthbits = 0;
526 r_shadow_shadowmapvsdct = false;
527 r_shadow_shadowmapsampler = false;
528 r_shadow_shadowmappcf = 0;
529 r_shadow_fborectangle = 0;
531 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
533 R_Shadow_FreeShadowMaps();
535 r_shadow_texturepool = NULL;
536 r_shadow_filters_texturepool = NULL;
537 R_Shadow_ValidateCvars();
538 R_Shadow_MakeTextures();
539 maxshadowtriangles = 0;
540 shadowelements = NULL;
541 maxshadowvertices = 0;
542 shadowvertex3f = NULL;
550 shadowmarklist = NULL;
555 shadowsideslist = NULL;
556 r_shadow_buffer_numleafpvsbytes = 0;
557 r_shadow_buffer_visitingleafpvs = NULL;
558 r_shadow_buffer_leafpvs = NULL;
559 r_shadow_buffer_leaflist = NULL;
560 r_shadow_buffer_numsurfacepvsbytes = 0;
561 r_shadow_buffer_surfacepvs = NULL;
562 r_shadow_buffer_surfacelist = NULL;
563 r_shadow_buffer_surfacesides = NULL;
564 r_shadow_buffer_numshadowtrispvsbytes = 0;
565 r_shadow_buffer_shadowtrispvs = NULL;
566 r_shadow_buffer_numlighttrispvsbytes = 0;
567 r_shadow_buffer_lighttrispvs = NULL;
569 r_shadow_usingdeferredprepass = false;
570 r_shadow_prepass_width = r_shadow_prepass_height = 0;
573 static void R_Shadow_FreeDeferred(void);
574 void r_shadow_shutdown(void)
577 R_Shadow_UncompileWorldLights();
579 R_Shadow_FreeShadowMaps();
581 r_shadow_usingdeferredprepass = false;
582 if (r_shadow_prepass_width)
583 R_Shadow_FreeDeferred();
584 r_shadow_prepass_width = r_shadow_prepass_height = 0;
588 r_shadow_attenuationgradienttexture = NULL;
589 r_shadow_attenuation2dtexture = NULL;
590 r_shadow_attenuation3dtexture = NULL;
591 R_FreeTexturePool(&r_shadow_texturepool);
592 R_FreeTexturePool(&r_shadow_filters_texturepool);
593 maxshadowtriangles = 0;
595 Mem_Free(shadowelements);
596 shadowelements = NULL;
598 Mem_Free(shadowvertex3f);
599 shadowvertex3f = NULL;
602 Mem_Free(vertexupdate);
605 Mem_Free(vertexremap);
611 Mem_Free(shadowmark);
614 Mem_Free(shadowmarklist);
615 shadowmarklist = NULL;
620 Mem_Free(shadowsides);
623 Mem_Free(shadowsideslist);
624 shadowsideslist = NULL;
625 r_shadow_buffer_numleafpvsbytes = 0;
626 if (r_shadow_buffer_visitingleafpvs)
627 Mem_Free(r_shadow_buffer_visitingleafpvs);
628 r_shadow_buffer_visitingleafpvs = NULL;
629 if (r_shadow_buffer_leafpvs)
630 Mem_Free(r_shadow_buffer_leafpvs);
631 r_shadow_buffer_leafpvs = NULL;
632 if (r_shadow_buffer_leaflist)
633 Mem_Free(r_shadow_buffer_leaflist);
634 r_shadow_buffer_leaflist = NULL;
635 r_shadow_buffer_numsurfacepvsbytes = 0;
636 if (r_shadow_buffer_surfacepvs)
637 Mem_Free(r_shadow_buffer_surfacepvs);
638 r_shadow_buffer_surfacepvs = NULL;
639 if (r_shadow_buffer_surfacelist)
640 Mem_Free(r_shadow_buffer_surfacelist);
641 r_shadow_buffer_surfacelist = NULL;
642 if (r_shadow_buffer_surfacesides)
643 Mem_Free(r_shadow_buffer_surfacesides);
644 r_shadow_buffer_surfacesides = NULL;
645 r_shadow_buffer_numshadowtrispvsbytes = 0;
646 if (r_shadow_buffer_shadowtrispvs)
647 Mem_Free(r_shadow_buffer_shadowtrispvs);
648 r_shadow_buffer_numlighttrispvsbytes = 0;
649 if (r_shadow_buffer_lighttrispvs)
650 Mem_Free(r_shadow_buffer_lighttrispvs);
653 void r_shadow_newmap(void)
655 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
656 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
657 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
658 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
659 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
660 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
661 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
662 if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
663 R_Shadow_EditLights_Reload_f();
666 void R_Shadow_Init(void)
668 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
669 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
670 Cvar_RegisterVariable(&r_shadow_usenormalmap);
671 Cvar_RegisterVariable(&r_shadow_debuglight);
672 Cvar_RegisterVariable(&r_shadow_deferred);
673 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
674 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
675 Cvar_RegisterVariable(&r_shadow_gloss);
676 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
677 Cvar_RegisterVariable(&r_shadow_glossintensity);
678 Cvar_RegisterVariable(&r_shadow_glossexponent);
679 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
680 Cvar_RegisterVariable(&r_shadow_glossexact);
681 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
682 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
683 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
684 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
685 Cvar_RegisterVariable(&r_shadow_portallight);
686 Cvar_RegisterVariable(&r_shadow_projectdistance);
687 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
688 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
689 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
690 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
691 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
692 Cvar_RegisterVariable(&r_shadow_realtime_world);
693 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
694 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
695 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
696 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
697 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
698 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
699 Cvar_RegisterVariable(&r_shadow_scissor);
700 Cvar_RegisterVariable(&r_shadow_shadowmapping);
701 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
702 Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
703 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
704 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
705 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
706 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
707 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
708 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
709 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
710 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
711 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
712 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
713 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
714 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
715 Cvar_RegisterVariable(&r_shadow_culltriangles);
716 Cvar_RegisterVariable(&r_shadow_polygonfactor);
717 Cvar_RegisterVariable(&r_shadow_polygonoffset);
718 Cvar_RegisterVariable(&r_shadow_texture3d);
719 Cvar_RegisterVariable(&r_coronas);
720 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
721 Cvar_RegisterVariable(&r_coronas_occlusionquery);
722 Cvar_RegisterVariable(&gl_flashblend);
723 Cvar_RegisterVariable(&gl_ext_separatestencil);
724 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
725 if (gamemode == GAME_TENEBRAE)
727 Cvar_SetValue("r_shadow_gloss", 2);
728 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
730 R_Shadow_EditLights_Init();
731 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
732 maxshadowtriangles = 0;
733 shadowelements = NULL;
734 maxshadowvertices = 0;
735 shadowvertex3f = NULL;
743 shadowmarklist = NULL;
748 shadowsideslist = NULL;
749 r_shadow_buffer_numleafpvsbytes = 0;
750 r_shadow_buffer_visitingleafpvs = NULL;
751 r_shadow_buffer_leafpvs = NULL;
752 r_shadow_buffer_leaflist = NULL;
753 r_shadow_buffer_numsurfacepvsbytes = 0;
754 r_shadow_buffer_surfacepvs = NULL;
755 r_shadow_buffer_surfacelist = NULL;
756 r_shadow_buffer_surfacesides = NULL;
757 r_shadow_buffer_shadowtrispvs = NULL;
758 r_shadow_buffer_lighttrispvs = NULL;
759 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
762 matrix4x4_t matrix_attenuationxyz =
765 {0.5, 0.0, 0.0, 0.5},
766 {0.0, 0.5, 0.0, 0.5},
767 {0.0, 0.0, 0.5, 0.5},
772 matrix4x4_t matrix_attenuationz =
775 {0.0, 0.0, 0.5, 0.5},
776 {0.0, 0.0, 0.0, 0.5},
777 {0.0, 0.0, 0.0, 0.5},
782 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
784 numvertices = ((numvertices + 255) & ~255) * vertscale;
785 numtriangles = ((numtriangles + 255) & ~255) * triscale;
786 // make sure shadowelements is big enough for this volume
787 if (maxshadowtriangles < numtriangles)
789 maxshadowtriangles = numtriangles;
791 Mem_Free(shadowelements);
792 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
794 // make sure shadowvertex3f is big enough for this volume
795 if (maxshadowvertices < numvertices)
797 maxshadowvertices = numvertices;
799 Mem_Free(shadowvertex3f);
800 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
804 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
806 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
807 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
808 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
809 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
810 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
812 if (r_shadow_buffer_visitingleafpvs)
813 Mem_Free(r_shadow_buffer_visitingleafpvs);
814 if (r_shadow_buffer_leafpvs)
815 Mem_Free(r_shadow_buffer_leafpvs);
816 if (r_shadow_buffer_leaflist)
817 Mem_Free(r_shadow_buffer_leaflist);
818 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
819 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
820 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
821 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
823 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
825 if (r_shadow_buffer_surfacepvs)
826 Mem_Free(r_shadow_buffer_surfacepvs);
827 if (r_shadow_buffer_surfacelist)
828 Mem_Free(r_shadow_buffer_surfacelist);
829 if (r_shadow_buffer_surfacesides)
830 Mem_Free(r_shadow_buffer_surfacesides);
831 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
832 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
833 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
834 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
836 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
838 if (r_shadow_buffer_shadowtrispvs)
839 Mem_Free(r_shadow_buffer_shadowtrispvs);
840 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
841 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
843 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
845 if (r_shadow_buffer_lighttrispvs)
846 Mem_Free(r_shadow_buffer_lighttrispvs);
847 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
848 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
852 void R_Shadow_PrepareShadowMark(int numtris)
854 // make sure shadowmark is big enough for this volume
855 if (maxshadowmark < numtris)
857 maxshadowmark = numtris;
859 Mem_Free(shadowmark);
861 Mem_Free(shadowmarklist);
862 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
863 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
867 // if shadowmarkcount wrapped we clear the array and adjust accordingly
868 if (shadowmarkcount == 0)
871 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
876 void R_Shadow_PrepareShadowSides(int numtris)
878 if (maxshadowsides < numtris)
880 maxshadowsides = numtris;
882 Mem_Free(shadowsides);
884 Mem_Free(shadowsideslist);
885 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
886 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
891 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
894 int outtriangles = 0, outvertices = 0;
897 float ratio, direction[3], projectvector[3];
899 if (projectdirection)
900 VectorScale(projectdirection, projectdistance, projectvector);
902 VectorClear(projectvector);
904 // create the vertices
905 if (projectdirection)
907 for (i = 0;i < numshadowmarktris;i++)
909 element = inelement3i + shadowmarktris[i] * 3;
910 for (j = 0;j < 3;j++)
912 if (vertexupdate[element[j]] != vertexupdatenum)
914 vertexupdate[element[j]] = vertexupdatenum;
915 vertexremap[element[j]] = outvertices;
916 vertex = invertex3f + element[j] * 3;
917 // project one copy of the vertex according to projectvector
918 VectorCopy(vertex, outvertex3f);
919 VectorAdd(vertex, projectvector, (outvertex3f + 3));
928 for (i = 0;i < numshadowmarktris;i++)
930 element = inelement3i + shadowmarktris[i] * 3;
931 for (j = 0;j < 3;j++)
933 if (vertexupdate[element[j]] != vertexupdatenum)
935 vertexupdate[element[j]] = vertexupdatenum;
936 vertexremap[element[j]] = outvertices;
937 vertex = invertex3f + element[j] * 3;
938 // project one copy of the vertex to the sphere radius of the light
939 // (FIXME: would projecting it to the light box be better?)
940 VectorSubtract(vertex, projectorigin, direction);
941 ratio = projectdistance / VectorLength(direction);
942 VectorCopy(vertex, outvertex3f);
943 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
951 if (r_shadow_frontsidecasting.integer)
953 for (i = 0;i < numshadowmarktris;i++)
955 int remappedelement[3];
957 const int *neighbortriangle;
959 markindex = shadowmarktris[i] * 3;
960 element = inelement3i + markindex;
961 neighbortriangle = inneighbor3i + markindex;
962 // output the front and back triangles
963 outelement3i[0] = vertexremap[element[0]];
964 outelement3i[1] = vertexremap[element[1]];
965 outelement3i[2] = vertexremap[element[2]];
966 outelement3i[3] = vertexremap[element[2]] + 1;
967 outelement3i[4] = vertexremap[element[1]] + 1;
968 outelement3i[5] = vertexremap[element[0]] + 1;
972 // output the sides (facing outward from this triangle)
973 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
975 remappedelement[0] = vertexremap[element[0]];
976 remappedelement[1] = vertexremap[element[1]];
977 outelement3i[0] = remappedelement[1];
978 outelement3i[1] = remappedelement[0];
979 outelement3i[2] = remappedelement[0] + 1;
980 outelement3i[3] = remappedelement[1];
981 outelement3i[4] = remappedelement[0] + 1;
982 outelement3i[5] = remappedelement[1] + 1;
987 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
989 remappedelement[1] = vertexremap[element[1]];
990 remappedelement[2] = vertexremap[element[2]];
991 outelement3i[0] = remappedelement[2];
992 outelement3i[1] = remappedelement[1];
993 outelement3i[2] = remappedelement[1] + 1;
994 outelement3i[3] = remappedelement[2];
995 outelement3i[4] = remappedelement[1] + 1;
996 outelement3i[5] = remappedelement[2] + 1;
1001 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1003 remappedelement[0] = vertexremap[element[0]];
1004 remappedelement[2] = vertexremap[element[2]];
1005 outelement3i[0] = remappedelement[0];
1006 outelement3i[1] = remappedelement[2];
1007 outelement3i[2] = remappedelement[2] + 1;
1008 outelement3i[3] = remappedelement[0];
1009 outelement3i[4] = remappedelement[2] + 1;
1010 outelement3i[5] = remappedelement[0] + 1;
1019 for (i = 0;i < numshadowmarktris;i++)
1021 int remappedelement[3];
1023 const int *neighbortriangle;
1025 markindex = shadowmarktris[i] * 3;
1026 element = inelement3i + markindex;
1027 neighbortriangle = inneighbor3i + markindex;
1028 // output the front and back triangles
1029 outelement3i[0] = vertexremap[element[2]];
1030 outelement3i[1] = vertexremap[element[1]];
1031 outelement3i[2] = vertexremap[element[0]];
1032 outelement3i[3] = vertexremap[element[0]] + 1;
1033 outelement3i[4] = vertexremap[element[1]] + 1;
1034 outelement3i[5] = vertexremap[element[2]] + 1;
1038 // output the sides (facing outward from this triangle)
1039 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1041 remappedelement[0] = vertexremap[element[0]];
1042 remappedelement[1] = vertexremap[element[1]];
1043 outelement3i[0] = remappedelement[0];
1044 outelement3i[1] = remappedelement[1];
1045 outelement3i[2] = remappedelement[1] + 1;
1046 outelement3i[3] = remappedelement[0];
1047 outelement3i[4] = remappedelement[1] + 1;
1048 outelement3i[5] = remappedelement[0] + 1;
1053 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1055 remappedelement[1] = vertexremap[element[1]];
1056 remappedelement[2] = vertexremap[element[2]];
1057 outelement3i[0] = remappedelement[1];
1058 outelement3i[1] = remappedelement[2];
1059 outelement3i[2] = remappedelement[2] + 1;
1060 outelement3i[3] = remappedelement[1];
1061 outelement3i[4] = remappedelement[2] + 1;
1062 outelement3i[5] = remappedelement[1] + 1;
1067 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1069 remappedelement[0] = vertexremap[element[0]];
1070 remappedelement[2] = vertexremap[element[2]];
1071 outelement3i[0] = remappedelement[2];
1072 outelement3i[1] = remappedelement[0];
1073 outelement3i[2] = remappedelement[0] + 1;
1074 outelement3i[3] = remappedelement[2];
1075 outelement3i[4] = remappedelement[0] + 1;
1076 outelement3i[5] = remappedelement[2] + 1;
1084 *outnumvertices = outvertices;
1085 return outtriangles;
1088 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1091 int outtriangles = 0, outvertices = 0;
1093 const float *vertex;
1094 float ratio, direction[3], projectvector[3];
1097 if (projectdirection)
1098 VectorScale(projectdirection, projectdistance, projectvector);
1100 VectorClear(projectvector);
1102 for (i = 0;i < numshadowmarktris;i++)
1104 int remappedelement[3];
1106 const int *neighbortriangle;
1108 markindex = shadowmarktris[i] * 3;
1109 neighbortriangle = inneighbor3i + markindex;
1110 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1111 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1112 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1113 if (side[0] + side[1] + side[2] == 0)
1117 element = inelement3i + markindex;
1119 // create the vertices
1120 for (j = 0;j < 3;j++)
1122 if (side[j] + side[j+1] == 0)
1125 if (vertexupdate[k] != vertexupdatenum)
1127 vertexupdate[k] = vertexupdatenum;
1128 vertexremap[k] = outvertices;
1129 vertex = invertex3f + k * 3;
1130 VectorCopy(vertex, outvertex3f);
1131 if (projectdirection)
1133 // project one copy of the vertex according to projectvector
1134 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1138 // project one copy of the vertex to the sphere radius of the light
1139 // (FIXME: would projecting it to the light box be better?)
1140 VectorSubtract(vertex, projectorigin, direction);
1141 ratio = projectdistance / VectorLength(direction);
1142 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1149 // output the sides (facing outward from this triangle)
1152 remappedelement[0] = vertexremap[element[0]];
1153 remappedelement[1] = vertexremap[element[1]];
1154 outelement3i[0] = remappedelement[1];
1155 outelement3i[1] = remappedelement[0];
1156 outelement3i[2] = remappedelement[0] + 1;
1157 outelement3i[3] = remappedelement[1];
1158 outelement3i[4] = remappedelement[0] + 1;
1159 outelement3i[5] = remappedelement[1] + 1;
1166 remappedelement[1] = vertexremap[element[1]];
1167 remappedelement[2] = vertexremap[element[2]];
1168 outelement3i[0] = remappedelement[2];
1169 outelement3i[1] = remappedelement[1];
1170 outelement3i[2] = remappedelement[1] + 1;
1171 outelement3i[3] = remappedelement[2];
1172 outelement3i[4] = remappedelement[1] + 1;
1173 outelement3i[5] = remappedelement[2] + 1;
1180 remappedelement[0] = vertexremap[element[0]];
1181 remappedelement[2] = vertexremap[element[2]];
1182 outelement3i[0] = remappedelement[0];
1183 outelement3i[1] = remappedelement[2];
1184 outelement3i[2] = remappedelement[2] + 1;
1185 outelement3i[3] = remappedelement[0];
1186 outelement3i[4] = remappedelement[2] + 1;
1187 outelement3i[5] = remappedelement[0] + 1;
1194 *outnumvertices = outvertices;
1195 return outtriangles;
1198 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1204 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1206 tend = firsttriangle + numtris;
1207 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1209 // surface box entirely inside light box, no box cull
1210 if (projectdirection)
1212 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1214 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1215 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1216 shadowmarklist[numshadowmark++] = t;
1221 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1222 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1223 shadowmarklist[numshadowmark++] = t;
1228 // surface box not entirely inside light box, cull each triangle
1229 if (projectdirection)
1231 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1233 v[0] = invertex3f + e[0] * 3;
1234 v[1] = invertex3f + e[1] * 3;
1235 v[2] = invertex3f + e[2] * 3;
1236 TriangleNormal(v[0], v[1], v[2], normal);
1237 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1238 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1239 shadowmarklist[numshadowmark++] = t;
1244 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1246 v[0] = invertex3f + e[0] * 3;
1247 v[1] = invertex3f + e[1] * 3;
1248 v[2] = invertex3f + e[2] * 3;
1249 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1250 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1251 shadowmarklist[numshadowmark++] = t;
1257 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1262 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1264 // check if the shadow volume intersects the near plane
1266 // a ray between the eye and light origin may intersect the caster,
1267 // indicating that the shadow may touch the eye location, however we must
1268 // test the near plane (a polygon), not merely the eye location, so it is
1269 // easiest to enlarge the caster bounding shape slightly for this.
1275 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1277 int i, tris, outverts;
1278 if (projectdistance < 0.1)
1280 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1283 if (!numverts || !nummarktris)
1285 // make sure shadowelements is big enough for this volume
1286 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1287 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1289 if (maxvertexupdate < numverts)
1291 maxvertexupdate = numverts;
1293 Mem_Free(vertexupdate);
1295 Mem_Free(vertexremap);
1296 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1297 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1298 vertexupdatenum = 0;
1301 if (vertexupdatenum == 0)
1303 vertexupdatenum = 1;
1304 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1305 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1308 for (i = 0;i < nummarktris;i++)
1309 shadowmark[marktris[i]] = shadowmarkcount;
1311 if (r_shadow_compilingrtlight)
1313 // if we're compiling an rtlight, capture the mesh
1314 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1315 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1316 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1317 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1319 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1321 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1322 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1323 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1327 // decide which type of shadow to generate and set stencil mode
1328 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1329 // generate the sides or a solid volume, depending on type
1330 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1331 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1333 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1334 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1335 r_refdef.stats.lights_shadowtriangles += tris;
1337 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1338 GL_LockArrays(0, outverts);
1339 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1341 // increment stencil if frontface is infront of depthbuffer
1342 GL_CullFace(r_refdef.view.cullface_front);
1343 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1344 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1345 // decrement stencil if backface is infront of depthbuffer
1346 GL_CullFace(r_refdef.view.cullface_back);
1347 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1349 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1351 // decrement stencil if backface is behind depthbuffer
1352 GL_CullFace(r_refdef.view.cullface_front);
1353 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1354 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1355 // increment stencil if frontface is behind depthbuffer
1356 GL_CullFace(r_refdef.view.cullface_back);
1357 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1359 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1360 GL_LockArrays(0, 0);
1365 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1367 // p1, p2, p3 are in the cubemap's local coordinate system
1368 // bias = border/(size - border)
1371 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1372 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1373 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1374 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1376 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1377 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1378 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1379 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1381 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1382 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1383 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1385 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1386 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1387 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1388 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1390 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1391 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1392 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1393 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1395 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1396 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1397 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1399 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1400 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1401 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1402 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1404 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1405 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1406 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1407 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1409 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1410 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1411 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1416 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1418 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1419 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1422 VectorSubtract(maxs, mins, radius);
1423 VectorScale(radius, 0.5f, radius);
1424 VectorAdd(mins, radius, center);
1425 Matrix4x4_Transform(worldtolight, center, lightcenter);
1426 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1427 VectorSubtract(lightcenter, lightradius, pmin);
1428 VectorAdd(lightcenter, lightradius, pmax);
1430 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1431 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1432 if(ap1 > bias*an1 && ap2 > bias*an2)
1434 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1435 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1436 if(an1 > bias*ap1 && an2 > bias*ap2)
1438 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1439 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1441 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1442 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1443 if(ap1 > bias*an1 && ap2 > bias*an2)
1445 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1446 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1447 if(an1 > bias*ap1 && an2 > bias*ap2)
1449 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1450 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1452 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1453 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1454 if(ap1 > bias*an1 && ap2 > bias*an2)
1456 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1457 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1458 if(an1 > bias*ap1 && an2 > bias*ap2)
1460 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1461 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1466 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1468 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1470 // p is in the cubemap's local coordinate system
1471 // bias = border/(size - border)
1472 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1473 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1474 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1476 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1477 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1478 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1479 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1480 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1481 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1485 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1489 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1490 float scale = (size - 2*border)/size, len;
1491 float bias = border / (float)(size - border), dp, dn, ap, an;
1492 // check if cone enclosing side would cross frustum plane
1493 scale = 2 / (scale*scale + 2);
1494 for (i = 0;i < 5;i++)
1496 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1498 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1499 len = scale*VectorLength2(n);
1500 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1501 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1502 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1504 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1506 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1507 len = scale*VectorLength(n);
1508 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1509 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1510 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1512 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1513 // check if frustum corners/origin cross plane sides
1514 for (i = 0;i < 5;i++)
1516 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1517 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn),
1518 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1519 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1520 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn),
1521 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1522 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1523 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn),
1524 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1525 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1527 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1530 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1538 int mask, surfacemask = 0;
1539 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1541 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1542 tend = firsttriangle + numtris;
1543 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1545 // surface box entirely inside light box, no box cull
1546 if (projectdirection)
1548 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1550 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1551 TriangleNormal(v[0], v[1], v[2], normal);
1552 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1554 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1555 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1556 surfacemask |= mask;
1559 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1560 shadowsides[numshadowsides] = mask;
1561 shadowsideslist[numshadowsides++] = t;
1568 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1570 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1571 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1573 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1574 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1575 surfacemask |= mask;
1578 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1579 shadowsides[numshadowsides] = mask;
1580 shadowsideslist[numshadowsides++] = t;
1588 // surface box not entirely inside light box, cull each triangle
1589 if (projectdirection)
1591 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1593 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1594 TriangleNormal(v[0], v[1], v[2], normal);
1595 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1596 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1598 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1599 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1600 surfacemask |= mask;
1603 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1604 shadowsides[numshadowsides] = mask;
1605 shadowsideslist[numshadowsides++] = t;
1612 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1614 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1615 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1616 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1618 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1619 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1620 surfacemask |= mask;
1623 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1624 shadowsides[numshadowsides] = mask;
1625 shadowsideslist[numshadowsides++] = t;
1634 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1636 int i, j, outtriangles = 0;
1637 int *outelement3i[6];
1638 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1640 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1641 // make sure shadowelements is big enough for this mesh
1642 if (maxshadowtriangles < outtriangles)
1643 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1645 // compute the offset and size of the separate index lists for each cubemap side
1647 for (i = 0;i < 6;i++)
1649 outelement3i[i] = shadowelements + outtriangles * 3;
1650 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1651 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1652 outtriangles += sidetotals[i];
1655 // gather up the (sparse) triangles into separate index lists for each cubemap side
1656 for (i = 0;i < numsidetris;i++)
1658 const int *element = elements + sidetris[i] * 3;
1659 for (j = 0;j < 6;j++)
1661 if (sides[i] & (1 << j))
1663 outelement3i[j][0] = element[0];
1664 outelement3i[j][1] = element[1];
1665 outelement3i[j][2] = element[2];
1666 outelement3i[j] += 3;
1671 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1674 static void R_Shadow_MakeTextures_MakeCorona(void)
1678 unsigned char pixels[32][32][4];
1679 for (y = 0;y < 32;y++)
1681 dy = (y - 15.5f) * (1.0f / 16.0f);
1682 for (x = 0;x < 32;x++)
1684 dx = (x - 15.5f) * (1.0f / 16.0f);
1685 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1686 a = bound(0, a, 255);
1687 pixels[y][x][0] = a;
1688 pixels[y][x][1] = a;
1689 pixels[y][x][2] = a;
1690 pixels[y][x][3] = 255;
1693 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_PRECACHE | TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1696 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1698 float dist = sqrt(x*x+y*y+z*z);
1699 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1700 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1701 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1704 static void R_Shadow_MakeTextures(void)
1707 float intensity, dist;
1709 R_Shadow_FreeShadowMaps();
1710 R_FreeTexturePool(&r_shadow_texturepool);
1711 r_shadow_texturepool = R_AllocTexturePool();
1712 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1713 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1714 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1715 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1716 for (x = 0;x <= ATTENTABLESIZE;x++)
1718 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1719 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1720 r_shadow_attentable[x] = bound(0, intensity, 1);
1722 // 1D gradient texture
1723 for (x = 0;x < ATTEN1DSIZE;x++)
1724 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1725 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1726 // 2D circle texture
1727 for (y = 0;y < ATTEN2DSIZE;y++)
1728 for (x = 0;x < ATTEN2DSIZE;x++)
1729 data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1730 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1731 // 3D sphere texture
1732 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1734 for (z = 0;z < ATTEN3DSIZE;z++)
1735 for (y = 0;y < ATTEN3DSIZE;y++)
1736 for (x = 0;x < ATTEN3DSIZE;x++)
1737 data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1738 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1741 r_shadow_attenuation3dtexture = NULL;
1744 R_Shadow_MakeTextures_MakeCorona();
1746 // Editor light sprites
1747 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1764 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1765 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1782 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1783 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1800 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1801 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1818 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1819 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1836 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1837 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1854 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1857 void R_Shadow_ValidateCvars(void)
1859 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1860 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1861 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1862 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1863 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1864 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1867 void R_Shadow_RenderMode_Begin(void)
1873 R_Shadow_ValidateCvars();
1875 if (!r_shadow_attenuation2dtexture
1876 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1877 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1878 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1879 R_Shadow_MakeTextures();
1882 R_Mesh_ColorPointer(NULL, 0, 0);
1883 R_Mesh_ResetTextureState();
1884 GL_BlendFunc(GL_ONE, GL_ZERO);
1885 GL_DepthRange(0, 1);
1886 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1888 GL_DepthMask(false);
1889 GL_Color(0, 0, 0, 1);
1890 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1892 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1894 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1896 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1897 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1899 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1901 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1902 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1906 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1907 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1910 switch(vid.renderpath)
1912 case RENDERPATH_GL20:
1913 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1915 case RENDERPATH_GL13:
1916 case RENDERPATH_GL11:
1917 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1918 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1919 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1920 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1921 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1922 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1924 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1930 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1931 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1932 r_shadow_drawbuffer = drawbuffer;
1933 r_shadow_readbuffer = readbuffer;
1935 r_shadow_cullface_front = r_refdef.view.cullface_front;
1936 r_shadow_cullface_back = r_refdef.view.cullface_back;
1939 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1941 rsurface.rtlight = rtlight;
1944 void R_Shadow_RenderMode_Reset(void)
1947 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1949 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1951 if (vid.support.ext_framebuffer_object)
1953 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
1956 qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
1957 qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
1959 R_SetViewport(&r_refdef.view.viewport);
1960 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1961 R_Mesh_ColorPointer(NULL, 0, 0);
1962 R_Mesh_ResetTextureState();
1963 GL_DepthRange(0, 1);
1965 GL_DepthMask(false);
1966 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1967 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1968 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1969 qglStencilMask(~0);CHECKGLERROR
1970 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1971 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1972 r_refdef.view.cullface_front = r_shadow_cullface_front;
1973 r_refdef.view.cullface_back = r_shadow_cullface_back;
1974 GL_CullFace(r_refdef.view.cullface_back);
1975 GL_Color(1, 1, 1, 1);
1976 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1977 GL_BlendFunc(GL_ONE, GL_ZERO);
1978 R_SetupGenericShader(false);
1979 r_shadow_usingshadowmaprect = false;
1980 r_shadow_usingshadowmapcube = false;
1981 r_shadow_usingshadowmap2d = false;
1985 void R_Shadow_ClearStencil(void)
1988 GL_Clear(GL_STENCIL_BUFFER_BIT);
1989 r_refdef.stats.lights_clears++;
1992 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
1994 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
1995 if (r_shadow_rendermode == mode)
1998 R_Shadow_RenderMode_Reset();
1999 GL_ColorMask(0, 0, 0, 0);
2000 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2001 R_SetupDepthOrShadowShader();
2002 qglDepthFunc(GL_LESS);CHECKGLERROR
2003 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2004 r_shadow_rendermode = mode;
2009 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2010 GL_CullFace(GL_NONE);
2011 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2012 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2014 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2015 GL_CullFace(GL_NONE);
2016 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2017 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2019 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2020 GL_CullFace(GL_NONE);
2021 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2022 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2023 qglStencilMask(~0);CHECKGLERROR
2024 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2025 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2026 qglStencilMask(~0);CHECKGLERROR
2027 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2029 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2030 GL_CullFace(GL_NONE);
2031 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2032 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2033 qglStencilMask(~0);CHECKGLERROR
2034 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2035 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2036 qglStencilMask(~0);CHECKGLERROR
2037 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2042 static void R_Shadow_MakeVSDCT(void)
2044 // maps to a 2x3 texture rectangle with normalized coordinates
2049 // stores abs(dir.xy), offset.xy/2.5
2050 unsigned char data[4*6] =
2052 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2053 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2054 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2055 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2056 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2057 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2059 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_ALWAYSPRECACHE | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
2062 void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
2066 float nearclip, farclip, bias;
2067 r_viewport_t viewport;
2070 maxsize = r_shadow_shadowmapmaxsize;
2071 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2073 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2074 r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2075 r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2076 r_shadow_shadowmapside = side;
2077 r_shadow_shadowmapsize = size;
2078 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2080 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2081 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2082 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2083 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2085 // complex unrolled cube approach (more flexible)
2086 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2087 R_Shadow_MakeVSDCT();
2088 if (!r_shadow_shadowmap2dtexture)
2091 int w = maxsize*2, h = vid.support.arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
2092 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2093 qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
2094 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
2095 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
2096 // render depth into the fbo, do not render color at all
2097 qglDrawBuffer(GL_NONE);CHECKGLERROR
2098 qglReadBuffer(GL_NONE);CHECKGLERROR
2099 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2100 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2102 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2103 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2104 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2109 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2110 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2111 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2112 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2114 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2116 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2117 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2118 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2119 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
2121 // complex unrolled cube approach (more flexible)
2122 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2123 R_Shadow_MakeVSDCT();
2124 if (!r_shadow_shadowmaprectangletexture)
2127 r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2128 qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
2129 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
2130 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
2131 // render depth into the fbo, do not render color at all
2132 qglDrawBuffer(GL_NONE);CHECKGLERROR
2133 qglReadBuffer(GL_NONE);CHECKGLERROR
2134 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2135 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2137 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2138 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2139 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2144 if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
2145 r_shadow_shadowmap_texturescale[0] = 1.0f;
2146 r_shadow_shadowmap_texturescale[1] = 1.0f;
2147 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
2149 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2151 r_shadow_shadowmap_parameters[0] = 1.0f;
2152 r_shadow_shadowmap_parameters[1] = 1.0f;
2153 R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
2154 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
2156 // simple cube approach
2157 if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
2160 r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2161 qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2162 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2163 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2164 // render depth into the fbo, do not render color at all
2165 qglDrawBuffer(GL_NONE);CHECKGLERROR
2166 qglReadBuffer(GL_NONE);CHECKGLERROR
2167 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2168 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2170 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2171 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2172 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2177 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
2178 r_shadow_shadowmap_texturescale[0] = 0.0f;
2179 r_shadow_shadowmap_texturescale[1] = 0.0f;
2180 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
2183 R_Shadow_RenderMode_Reset();
2186 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
2187 R_SetupDepthOrShadowShader();
2191 R_SetupShowDepthShader();
2192 qglClearColor(1,1,1,1);CHECKGLERROR
2195 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2202 R_SetViewport(&viewport);
2203 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2204 if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE)
2206 int flipped = (side&1)^(side>>2);
2207 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2208 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2209 GL_CullFace(r_refdef.view.cullface_back);
2211 else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE)
2213 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2216 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
2220 void R_Shadow_RenderMode_SetShadowMapTexture(void)
2222 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2224 r_shadow_usingshadowmap2d = true;
2225 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, R_GetTexture(r_shadow_shadowmap2dtexture));
2228 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2230 r_shadow_usingshadowmaprect = true;
2231 R_Mesh_TexBindAll(GL20TU_SHADOWMAPRECT, 0, 0, 0, R_GetTexture(r_shadow_shadowmaprectangletexture));
2234 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2236 r_shadow_usingshadowmapcube = true;
2237 R_Mesh_TexBindAll(GL20TU_SHADOWMAPCUBE, 0, 0, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);
2241 if (r_shadow_shadowmapvsdct && (r_shadow_usingshadowmap2d || r_shadow_usingshadowmaprect))
2243 R_Mesh_TexBindAll(GL20TU_CUBEPROJECTION, 0, 0, R_GetTexture(r_shadow_shadowmapvsdcttexture), 0);
2248 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2252 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2253 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2254 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2255 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2258 R_Shadow_RenderMode_Reset();
2259 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2262 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2266 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2267 // only draw light where this geometry was already rendered AND the
2268 // stencil is 128 (values other than this mean shadow)
2269 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2271 r_shadow_rendermode = r_shadow_lightingrendermode;
2272 // do global setup needed for the chosen lighting mode
2273 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2275 R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0); // light filter
2276 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2279 R_Shadow_RenderMode_SetShadowMapTexture();
2281 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
2285 static const unsigned short bboxelements[36] =
2295 static const float bboxpoints[8][3] =
2307 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2310 float vertex3f[8*3];
2311 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2313 R_Shadow_RenderMode_Reset();
2314 r_shadow_rendermode = r_shadow_lightingrendermode;
2315 // do global setup needed for the chosen lighting mode
2316 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2318 R_Mesh_Matrix(&identitymatrix);
2319 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2322 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2323 // only draw light where this geometry was already rendered AND the
2324 // stencil is 128 (values other than this mean shadow)
2325 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2327 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
2328 R_Mesh_TexBindAll(GL20TU_SCREENDEPTH, 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrydepthtexture));
2329 R_Mesh_TexBindAll(GL20TU_SCREENNORMALMAP, 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture));
2330 R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0); // light filter
2332 R_Shadow_RenderMode_SetShadowMapTexture();
2333 R_SetupDeferredLightShader(rsurface.rtlight);
2334 //R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
2335 R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
2337 for (i = 0;i < 8;i++)
2338 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2340 //qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
2341 R_Mesh_VertexPointer(vertex3f, 0, 0);
2342 R_Mesh_ColorPointer(NULL, 0, 0);
2343 GL_ColorMask(1,1,1,1);
2344 //GL_Color(0.25f,0.05f,0.02f,1.0f);
2345 //R_SetupGenericShader(false);
2346 GL_DepthMask(false);
2347 GL_DepthRange(0, 1);
2348 GL_PolygonOffset(0, 0);
2350 qglDepthFunc(GL_GREATER);CHECKGLERROR
2351 GL_CullFace(r_refdef.view.cullface_back);
2352 //GL_AlphaTest(false);
2353 //qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2354 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
2358 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2361 R_Shadow_RenderMode_Reset();
2362 GL_BlendFunc(GL_ONE, GL_ONE);
2363 GL_DepthRange(0, 1);
2364 GL_DepthTest(r_showshadowvolumes.integer < 2);
2365 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2366 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2367 GL_CullFace(GL_NONE);
2368 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2371 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2374 R_Shadow_RenderMode_Reset();
2375 GL_BlendFunc(GL_ONE, GL_ONE);
2376 GL_DepthRange(0, 1);
2377 GL_DepthTest(r_showlighting.integer < 2);
2378 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2381 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2385 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2386 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2388 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2391 void R_Shadow_RenderMode_End(void)
2394 R_Shadow_RenderMode_Reset();
2395 R_Shadow_RenderMode_ActiveLight(NULL);
2397 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2398 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2401 int bboxedges[12][2] =
2420 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2422 int i, ix1, iy1, ix2, iy2;
2423 float x1, y1, x2, y2;
2425 float vertex[20][3];
2434 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2435 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2436 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2437 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2439 if (!r_shadow_scissor.integer)
2442 // if view is inside the light box, just say yes it's visible
2443 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
2446 x1 = y1 = x2 = y2 = 0;
2448 // transform all corners that are infront of the nearclip plane
2449 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
2450 plane4f[3] = r_refdef.view.frustum[4].dist;
2452 for (i = 0;i < 8;i++)
2454 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
2455 dist[i] = DotProduct4(corner[i], plane4f);
2456 sign[i] = dist[i] > 0;
2459 VectorCopy(corner[i], vertex[numvertices]);
2463 // if some points are behind the nearclip, add clipped edge points to make
2464 // sure that the scissor boundary is complete
2465 if (numvertices > 0 && numvertices < 8)
2467 // add clipped edge points
2468 for (i = 0;i < 12;i++)
2470 j = bboxedges[i][0];
2471 k = bboxedges[i][1];
2472 if (sign[j] != sign[k])
2474 f = dist[j] / (dist[j] - dist[k]);
2475 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
2481 // if we have no points to check, the light is behind the view plane
2485 // if we have some points to transform, check what screen area is covered
2486 x1 = y1 = x2 = y2 = 0;
2488 //Con_Printf("%i vertices to transform...\n", numvertices);
2489 for (i = 0;i < numvertices;i++)
2491 VectorCopy(vertex[i], v);
2492 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
2493 //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]);
2496 if (x1 > v2[0]) x1 = v2[0];
2497 if (x2 < v2[0]) x2 = v2[0];
2498 if (y1 > v2[1]) y1 = v2[1];
2499 if (y2 < v2[1]) y2 = v2[1];
2508 // now convert the scissor rectangle to integer screen coordinates
2509 ix1 = (int)(x1 - 1.0f);
2510 iy1 = vid.height - (int)(y2 - 1.0f);
2511 ix2 = (int)(x2 + 1.0f);
2512 iy2 = vid.height - (int)(y1 + 1.0f);
2513 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
2515 // clamp it to the screen
2516 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
2517 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
2518 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
2519 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
2521 // if it is inside out, it's not visible
2522 if (ix2 <= ix1 || iy2 <= iy1)
2525 // the light area is visible, set up the scissor rectangle
2526 r_shadow_lightscissor[0] = ix1;
2527 r_shadow_lightscissor[1] = iy1;
2528 r_shadow_lightscissor[2] = ix2 - ix1;
2529 r_shadow_lightscissor[3] = iy2 - iy1;
2531 r_refdef.stats.lights_scissored++;
2535 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
2537 const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2538 const float *normal3f = rsurface.normal3f + 3 * firstvertex;
2539 float *color4f = rsurface.array_color4f + 4 * firstvertex;
2540 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2541 switch (r_shadow_rendermode)
2543 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2544 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2545 if (VectorLength2(diffusecolor) > 0)
2547 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2549 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2550 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2551 if ((dot = DotProduct(n, v)) < 0)
2553 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2554 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2557 VectorCopy(ambientcolor, color4f);
2558 if (r_refdef.fogenabled)
2561 f = RSurf_FogVertex(vertex3f);
2562 VectorScale(color4f, f, color4f);
2569 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2571 VectorCopy(ambientcolor, color4f);
2572 if (r_refdef.fogenabled)
2575 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2576 f = RSurf_FogVertex(vertex3f);
2577 VectorScale(color4f, f, color4f);
2583 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2584 if (VectorLength2(diffusecolor) > 0)
2586 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2588 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2589 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2591 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2592 if ((dot = DotProduct(n, v)) < 0)
2594 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2595 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2596 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2597 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2601 color4f[0] = ambientcolor[0] * distintensity;
2602 color4f[1] = ambientcolor[1] * distintensity;
2603 color4f[2] = ambientcolor[2] * distintensity;
2605 if (r_refdef.fogenabled)
2608 f = RSurf_FogVertex(vertex3f);
2609 VectorScale(color4f, f, color4f);
2613 VectorClear(color4f);
2619 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2621 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2622 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2624 color4f[0] = ambientcolor[0] * distintensity;
2625 color4f[1] = ambientcolor[1] * distintensity;
2626 color4f[2] = ambientcolor[2] * distintensity;
2627 if (r_refdef.fogenabled)
2630 f = RSurf_FogVertex(vertex3f);
2631 VectorScale(color4f, f, color4f);
2635 VectorClear(color4f);
2640 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2641 if (VectorLength2(diffusecolor) > 0)
2643 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2645 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2646 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2648 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2649 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2650 if ((dot = DotProduct(n, v)) < 0)
2652 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2653 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2654 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2655 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2659 color4f[0] = ambientcolor[0] * distintensity;
2660 color4f[1] = ambientcolor[1] * distintensity;
2661 color4f[2] = ambientcolor[2] * distintensity;
2663 if (r_refdef.fogenabled)
2666 f = RSurf_FogVertex(vertex3f);
2667 VectorScale(color4f, f, color4f);
2671 VectorClear(color4f);
2677 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2679 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2680 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2682 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2683 color4f[0] = ambientcolor[0] * distintensity;
2684 color4f[1] = ambientcolor[1] * distintensity;
2685 color4f[2] = ambientcolor[2] * distintensity;
2686 if (r_refdef.fogenabled)
2689 f = RSurf_FogVertex(vertex3f);
2690 VectorScale(color4f, f, color4f);
2694 VectorClear(color4f);
2704 static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2706 // used to display how many times a surface is lit for level design purposes
2707 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2710 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
2712 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2713 R_SetupSurfaceShader(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
2714 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
2715 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
2717 R_Mesh_ColorPointer(NULL, 0, 0);
2718 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2719 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
2720 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
2721 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
2722 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
2723 if (rsurface.texture->backgroundcurrentskinframe)
2725 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
2726 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
2727 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
2728 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
2730 //R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0);
2731 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
2732 if(rsurface.texture->colormapping)
2734 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
2735 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
2737 R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
2738 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2739 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
2740 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
2741 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
2742 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2744 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2746 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2747 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2749 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2753 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2760 int newnumtriangles;
2764 int maxtriangles = 4096;
2765 static int newelements[4096*3];
2766 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2767 for (renders = 0;renders < 64;renders++)
2772 newnumtriangles = 0;
2774 // due to low fillrate on the cards this vertex lighting path is
2775 // designed for, we manually cull all triangles that do not
2776 // contain a lit vertex
2777 // this builds batches of triangles from multiple surfaces and
2778 // renders them at once
2779 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2781 if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2783 if (newnumtriangles)
2785 newfirstvertex = min(newfirstvertex, e[0]);
2786 newlastvertex = max(newlastvertex, e[0]);
2790 newfirstvertex = e[0];
2791 newlastvertex = e[0];
2793 newfirstvertex = min(newfirstvertex, e[1]);
2794 newlastvertex = max(newlastvertex, e[1]);
2795 newfirstvertex = min(newfirstvertex, e[2]);
2796 newlastvertex = max(newlastvertex, e[2]);
2802 if (newnumtriangles >= maxtriangles)
2804 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2805 newnumtriangles = 0;
2811 if (newnumtriangles >= 1)
2813 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2816 // if we couldn't find any lit triangles, exit early
2819 // now reduce the intensity for the next overbright pass
2820 // we have to clamp to 0 here incase the drivers have improper
2821 // handling of negative colors
2822 // (some old drivers even have improper handling of >1 color)
2824 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2826 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2828 c[0] = max(0, c[0] - 1);
2829 c[1] = max(0, c[1] - 1);
2830 c[2] = max(0, c[2] - 1);
2842 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolor, float ambientscale, float diffusescale)
2844 // OpenGL 1.1 path (anything)
2845 float ambientcolorbase[3], diffusecolorbase[3];
2846 float ambientcolorpants[3], diffusecolorpants[3];
2847 float ambientcolorshirt[3], diffusecolorshirt[3];
2848 const float *surfacecolor = rsurface.texture->dlightcolor;
2849 const float *surfacepants = rsurface.colormap_pantscolor;
2850 const float *surfaceshirt = rsurface.colormap_shirtcolor;
2851 rtexture_t *basetexture = rsurface.texture->basetexture;
2852 rtexture_t *pantstexture = rsurface.texture->currentskinframe->pants;
2853 rtexture_t *shirttexture = rsurface.texture->currentskinframe->shirt;
2854 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2855 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2856 ambientscale *= 2 * r_refdef.view.colorscale;
2857 diffusescale *= 2 * r_refdef.view.colorscale;
2858 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2859 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2860 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2861 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2862 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2863 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2864 R_Mesh_TexBind(0, R_GetTexture(basetexture));
2865 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2866 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2867 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2868 switch(r_shadow_rendermode)
2870 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2871 R_Mesh_TexBindAll(1, 0, R_GetTexture(r_shadow_attenuation3dtexture), 0, 0);
2872 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2873 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2874 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2876 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2877 R_Mesh_TexBind(2, R_GetTexture(r_shadow_attenuation2dtexture));
2878 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2879 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2880 R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2882 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2883 R_Mesh_TexBind(1, R_GetTexture(r_shadow_attenuation2dtexture));
2884 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2885 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2886 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2888 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2893 //R_Mesh_TexBind(0, R_GetTexture(basetexture));
2894 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
2897 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2898 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
2902 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2903 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
2907 extern cvar_t gl_lightmaps;
2908 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2910 float ambientscale, diffusescale, specularscale;
2912 float lightcolor[3];
2913 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2914 ambientscale = rsurface.rtlight->ambientscale;
2915 diffusescale = rsurface.rtlight->diffusescale;
2916 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2917 if (!r_shadow_usenormalmap.integer)
2919 ambientscale += 1.0f * diffusescale;
2923 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2925 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2928 VectorNegate(lightcolor, lightcolor);
2929 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2931 RSurf_SetupDepthAndCulling();
2932 switch (r_shadow_rendermode)
2934 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2935 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2936 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2938 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2939 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolor, ambientscale, diffusescale, specularscale);
2941 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2942 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2943 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2944 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2945 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolor, ambientscale, diffusescale);
2948 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2952 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2955 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2957 matrix4x4_t tempmatrix = *matrix;
2958 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2960 // if this light has been compiled before, free the associated data
2961 R_RTLight_Uncompile(rtlight);
2963 // clear it completely to avoid any lingering data
2964 memset(rtlight, 0, sizeof(*rtlight));
2966 // copy the properties
2967 rtlight->matrix_lighttoworld = tempmatrix;
2968 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2969 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2970 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2971 VectorCopy(color, rtlight->color);
2972 rtlight->cubemapname[0] = 0;
2973 if (cubemapname && cubemapname[0])
2974 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2975 rtlight->shadow = shadow;
2976 rtlight->corona = corona;
2977 rtlight->style = style;
2978 rtlight->isstatic = isstatic;
2979 rtlight->coronasizescale = coronasizescale;
2980 rtlight->ambientscale = ambientscale;
2981 rtlight->diffusescale = diffusescale;
2982 rtlight->specularscale = specularscale;
2983 rtlight->flags = flags;
2985 // compute derived data
2986 //rtlight->cullradius = rtlight->radius;
2987 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2988 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2989 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2990 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2991 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2992 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2993 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2996 // compiles rtlight geometry
2997 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2998 void R_RTLight_Compile(rtlight_t *rtlight)
3001 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3002 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3003 entity_render_t *ent = r_refdef.scene.worldentity;
3004 dp_model_t *model = r_refdef.scene.worldmodel;
3005 unsigned char *data;
3008 // compile the light
3009 rtlight->compiled = true;
3010 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3011 rtlight->static_numleafs = 0;
3012 rtlight->static_numleafpvsbytes = 0;
3013 rtlight->static_leaflist = NULL;
3014 rtlight->static_leafpvs = NULL;
3015 rtlight->static_numsurfaces = 0;
3016 rtlight->static_surfacelist = NULL;
3017 rtlight->static_shadowmap_receivers = 0x3F;
3018 rtlight->static_shadowmap_casters = 0x3F;
3019 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3020 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3021 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3022 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3023 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3024 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3026 if (model && model->GetLightInfo)
3028 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3029 r_shadow_compilingrtlight = rtlight;
3030 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
3031 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3032 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3033 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3034 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3035 rtlight->static_numsurfaces = numsurfaces;
3036 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3037 rtlight->static_numleafs = numleafs;
3038 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3039 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3040 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3041 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3042 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3043 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3044 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3045 if (rtlight->static_numsurfaces)
3046 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3047 if (rtlight->static_numleafs)
3048 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3049 if (rtlight->static_numleafpvsbytes)
3050 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3051 if (rtlight->static_numshadowtrispvsbytes)
3052 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3053 if (rtlight->static_numlighttrispvsbytes)
3054 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3055 switch (rtlight->shadowmode)
3057 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3058 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
3059 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
3060 if (model->CompileShadowMap && rtlight->shadow)
3061 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3064 if (model->CompileShadowVolume && rtlight->shadow)
3065 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3068 // now we're done compiling the rtlight
3069 r_shadow_compilingrtlight = NULL;
3073 // use smallest available cullradius - box radius or light radius
3074 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3075 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3077 shadowzpasstris = 0;
3078 if (rtlight->static_meshchain_shadow_zpass)
3079 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3080 shadowzpasstris += mesh->numtriangles;
3082 shadowzfailtris = 0;
3083 if (rtlight->static_meshchain_shadow_zfail)
3084 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3085 shadowzfailtris += mesh->numtriangles;
3088 if (rtlight->static_numlighttrispvsbytes)
3089 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3090 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3094 if (rtlight->static_numlighttrispvsbytes)
3095 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3096 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3099 if (developer.integer >= 10)
3100 Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3103 void R_RTLight_Uncompile(rtlight_t *rtlight)
3105 if (rtlight->compiled)
3107 if (rtlight->static_meshchain_shadow_zpass)
3108 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3109 rtlight->static_meshchain_shadow_zpass = NULL;
3110 if (rtlight->static_meshchain_shadow_zfail)
3111 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3112 rtlight->static_meshchain_shadow_zfail = NULL;
3113 if (rtlight->static_meshchain_shadow_shadowmap)
3114 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3115 rtlight->static_meshchain_shadow_shadowmap = NULL;
3116 // these allocations are grouped
3117 if (rtlight->static_surfacelist)
3118 Mem_Free(rtlight->static_surfacelist);
3119 rtlight->static_numleafs = 0;
3120 rtlight->static_numleafpvsbytes = 0;
3121 rtlight->static_leaflist = NULL;
3122 rtlight->static_leafpvs = NULL;
3123 rtlight->static_numsurfaces = 0;
3124 rtlight->static_surfacelist = NULL;
3125 rtlight->static_numshadowtrispvsbytes = 0;
3126 rtlight->static_shadowtrispvs = NULL;
3127 rtlight->static_numlighttrispvsbytes = 0;
3128 rtlight->static_lighttrispvs = NULL;
3129 rtlight->compiled = false;
3133 void R_Shadow_UncompileWorldLights(void)
3137 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3138 for (lightindex = 0;lightindex < range;lightindex++)
3140 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3143 R_RTLight_Uncompile(&light->rtlight);
3147 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3151 // reset the count of frustum planes
3152 // see rtlight->cached_frustumplanes definition for how much this array
3154 rtlight->cached_numfrustumplanes = 0;
3156 // haven't implemented a culling path for ortho rendering
3157 if (!r_refdef.view.useperspective)
3159 // check if the light is on screen and copy the 4 planes if it is
3160 for (i = 0;i < 4;i++)
3161 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3164 for (i = 0;i < 4;i++)
3165 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3170 // generate a deformed frustum that includes the light origin, this is
3171 // used to cull shadow casting surfaces that can not possibly cast a
3172 // shadow onto the visible light-receiving surfaces, which can be a
3175 // if the light origin is onscreen the result will be 4 planes exactly
3176 // if the light origin is offscreen on only one axis the result will
3177 // be exactly 5 planes (split-side case)
3178 // if the light origin is offscreen on two axes the result will be
3179 // exactly 4 planes (stretched corner case)
3180 for (i = 0;i < 4;i++)
3182 // quickly reject standard frustum planes that put the light
3183 // origin outside the frustum
3184 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3187 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3189 // if all the standard frustum planes were accepted, the light is onscreen
3190 // otherwise we need to generate some more planes below...
3191 if (rtlight->cached_numfrustumplanes < 4)
3193 // at least one of the stock frustum planes failed, so we need to
3194 // create one or two custom planes to enclose the light origin
3195 for (i = 0;i < 4;i++)
3197 // create a plane using the view origin and light origin, and a
3198 // single point from the frustum corner set
3199 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3200 VectorNormalize(plane.normal);
3201 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3202 // see if this plane is backwards and flip it if so
3203 for (j = 0;j < 4;j++)
3204 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3208 VectorNegate(plane.normal, plane.normal);
3210 // flipped plane, test again to see if it is now valid
3211 for (j = 0;j < 4;j++)
3212 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3214 // if the plane is still not valid, then it is dividing the
3215 // frustum and has to be rejected
3219 // we have created a valid plane, compute extra info
3220 PlaneClassify(&plane);
3222 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3224 // if we've found 5 frustum planes then we have constructed a
3225 // proper split-side case and do not need to keep searching for
3226 // planes to enclose the light origin
3227 if (rtlight->cached_numfrustumplanes == 5)
3235 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3237 plane = rtlight->cached_frustumplanes[i];
3238 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
3243 // now add the light-space box planes if the light box is rotated, as any
3244 // caster outside the oriented light box is irrelevant (even if it passed
3245 // the worldspace light box, which is axial)
3246 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3248 for (i = 0;i < 6;i++)
3252 v[i >> 1] = (i & 1) ? -1 : 1;
3253 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3254 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3255 plane.dist = VectorNormalizeLength(plane.normal);
3256 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3257 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3263 // add the world-space reduced box planes
3264 for (i = 0;i < 6;i++)
3266 VectorClear(plane.normal);
3267 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3268 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3269 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3278 // reduce all plane distances to tightly fit the rtlight cull box, which
3280 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3281 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3282 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3283 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3284 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3285 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3286 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3287 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3288 oldnum = rtlight->cached_numfrustumplanes;
3289 rtlight->cached_numfrustumplanes = 0;
3290 for (j = 0;j < oldnum;j++)
3292 // find the nearest point on the box to this plane
3293 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3294 for (i = 1;i < 8;i++)
3296 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3297 if (bestdist > dist)
3300 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3301 // if the nearest point is near or behind the plane, we want this
3302 // plane, otherwise the plane is useless as it won't cull anything
3303 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3305 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3306 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3313 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3317 RSurf_ActiveWorldEntity();
3319 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3322 GL_CullFace(GL_NONE);
3323 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3324 for (;mesh;mesh = mesh->next)
3326 if (!mesh->sidetotals[r_shadow_shadowmapside])
3328 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3329 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3330 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3334 else if (r_refdef.scene.worldentity->model)
3335 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3337 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3340 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3342 qboolean zpass = false;
3345 int surfacelistindex;
3346 msurface_t *surface;
3348 RSurf_ActiveWorldEntity();
3350 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3353 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3355 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3356 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3358 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3359 for (;mesh;mesh = mesh->next)
3361 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3362 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3363 GL_LockArrays(0, mesh->numverts);
3364 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3366 // increment stencil if frontface is infront of depthbuffer
3367 GL_CullFace(r_refdef.view.cullface_back);
3368 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
3369 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3370 // decrement stencil if backface is infront of depthbuffer
3371 GL_CullFace(r_refdef.view.cullface_front);
3372 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
3374 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3376 // decrement stencil if backface is behind depthbuffer
3377 GL_CullFace(r_refdef.view.cullface_front);
3378 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
3379 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3380 // increment stencil if frontface is behind depthbuffer
3381 GL_CullFace(r_refdef.view.cullface_back);
3382 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
3384 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3385 GL_LockArrays(0, 0);
3389 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
3391 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3392 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3394 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3395 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3396 if (CHECKPVSBIT(trispvs, t))
3397 shadowmarklist[numshadowmark++] = t;
3399 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3401 else if (numsurfaces)
3402 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3404 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3407 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3409 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3410 vec_t relativeshadowradius;
3411 RSurf_ActiveModelEntity(ent, false, false, false);
3412 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3413 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3414 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3415 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3416 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3417 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3418 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3419 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3420 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
3422 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3425 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3426 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3429 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3431 // set up properties for rendering light onto this entity
3432 RSurf_ActiveModelEntity(ent, true, true, false);
3433 GL_AlphaTest(false);
3434 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3435 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3436 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3437 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3438 switch(r_shadow_lightingrendermode)
3440 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3441 R_Mesh_TexMatrix(3, &rsurface.entitytolight);
3448 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3450 if (!r_refdef.scene.worldmodel->DrawLight)
3453 // set up properties for rendering light onto this entity
3454 RSurf_ActiveWorldEntity();
3455 GL_AlphaTest(false);
3456 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3457 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3458 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3459 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3460 switch(r_shadow_lightingrendermode)
3462 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3463 R_Mesh_TexMatrix(3, &rsurface.entitytolight);
3469 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs);
3471 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3474 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3476 dp_model_t *model = ent->model;
3477 if (!model->DrawLight)
3480 R_Shadow_SetupEntityLight(ent);
3482 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3484 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3487 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3491 int numleafs, numsurfaces;
3492 int *leaflist, *surfacelist;
3493 unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs, *surfacesides;
3494 int numlightentities;
3495 int numlightentities_noselfshadow;
3496 int numshadowentities;
3497 int numshadowentities_noselfshadow;
3498 static entity_render_t *lightentities[MAX_EDICTS];
3499 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3500 static entity_render_t *shadowentities[MAX_EDICTS];
3501 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3503 rtlight->draw = false;
3505 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3506 // skip lights that are basically invisible (color 0 0 0)
3507 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
3510 // loading is done before visibility checks because loading should happen
3511 // all at once at the start of a level, not when it stalls gameplay.
3512 // (especially important to benchmarks)
3514 if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3516 if (rtlight->compiled)
3517 R_RTLight_Uncompile(rtlight);
3518 R_RTLight_Compile(rtlight);
3522 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
3524 // look up the light style value at this time
3525 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3526 VectorScale(rtlight->color, f, rtlight->currentcolor);
3528 if (rtlight->selected)
3530 f = 2 + sin(realtime * M_PI * 4.0);
3531 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3535 // if lightstyle is currently off, don't draw the light
3536 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3539 // if the light box is offscreen, skip it
3540 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3543 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3544 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3546 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3548 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3550 // compiled light, world available and can receive realtime lighting
3551 // retrieve leaf information
3552 numleafs = rtlight->static_numleafs;
3553 leaflist = rtlight->static_leaflist;
3554 leafpvs = rtlight->static_leafpvs;
3555 numsurfaces = rtlight->static_numsurfaces;
3556 surfacelist = rtlight->static_surfacelist;
3557 surfacesides = NULL;
3558 shadowtrispvs = rtlight->static_shadowtrispvs;
3559 lighttrispvs = rtlight->static_lighttrispvs;
3561 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3563 // dynamic light, world available and can receive realtime lighting
3564 // calculate lit surfaces and leafs
3565 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
3566 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3567 leaflist = r_shadow_buffer_leaflist;
3568 leafpvs = r_shadow_buffer_leafpvs;
3569 surfacelist = r_shadow_buffer_surfacelist;
3570 surfacesides = r_shadow_buffer_surfacesides;
3571 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3572 lighttrispvs = r_shadow_buffer_lighttrispvs;
3573 // if the reduced leaf bounds are offscreen, skip it
3574 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3585 surfacesides = NULL;
3586 shadowtrispvs = NULL;
3587 lighttrispvs = NULL;
3589 // check if light is illuminating any visible leafs
3592 for (i = 0;i < numleafs;i++)
3593 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3599 // make a list of lit entities and shadow casting entities
3600 numlightentities = 0;
3601 numlightentities_noselfshadow = 0;
3602 numshadowentities = 0;
3603 numshadowentities_noselfshadow = 0;
3605 // add dynamic entities that are lit by the light
3606 for (i = 0;i < r_refdef.scene.numentities;i++)
3609 entity_render_t *ent = r_refdef.scene.entities[i];
3611 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3613 // skip the object entirely if it is not within the valid
3614 // shadow-casting region (which includes the lit region)
3615 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3617 if (!(model = ent->model))
3619 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3621 // this entity wants to receive light, is visible, and is
3622 // inside the light box
3623 // TODO: check if the surfaces in the model can receive light
3624 // so now check if it's in a leaf seen by the light
3625 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3627 if (ent->flags & RENDER_NOSELFSHADOW)
3628 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3630 lightentities[numlightentities++] = ent;
3631 // since it is lit, it probably also casts a shadow...
3632 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3633 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3634 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3636 // note: exterior models without the RENDER_NOSELFSHADOW
3637 // flag still create a RENDER_NOSELFSHADOW shadow but
3638 // are lit normally, this means that they are
3639 // self-shadowing but do not shadow other
3640 // RENDER_NOSELFSHADOW entities such as the gun
3641 // (very weird, but keeps the player shadow off the gun)
3642 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3643 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3645 shadowentities[numshadowentities++] = ent;
3648 else if (ent->flags & RENDER_SHADOW)
3650 // this entity is not receiving light, but may still need to
3652 // TODO: check if the surfaces in the model can cast shadow
3653 // now check if it is in a leaf seen by the light
3654 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3656 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3657 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3658 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3660 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3661 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3663 shadowentities[numshadowentities++] = ent;
3668 // return if there's nothing at all to light
3669 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3672 // count this light in the r_speeds
3673 r_refdef.stats.lights++;
3675 // flag it as worth drawing later
3676 rtlight->draw = true;
3678 // cache all the animated entities that cast a shadow but are not visible
3679 for (i = 0;i < numshadowentities;i++)
3680 if (!shadowentities[i]->animcache_vertex3f)
3681 R_AnimCache_GetEntity(shadowentities[i], false, false);
3682 for (i = 0;i < numshadowentities_noselfshadow;i++)
3683 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3684 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3686 // allocate some temporary memory for rendering this light later in the frame
3687 // reusable buffers need to be copied, static data can be used as-is
3688 rtlight->cached_numlightentities = numlightentities;
3689 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
3690 rtlight->cached_numshadowentities = numshadowentities;
3691 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3692 rtlight->cached_numsurfaces = numsurfaces;
3693 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3694 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3695 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3696 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3697 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3699 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, shadowtrispvs);
3700 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(r_refdef.scene.worldmodel->surfmesh.num_triangles, lighttrispvs);
3701 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3705 // compiled light data
3706 rtlight->cached_shadowtrispvs = shadowtrispvs;
3707 rtlight->cached_lighttrispvs = lighttrispvs;
3708 rtlight->cached_surfacelist = surfacelist;
3712 void R_Shadow_DrawLight(rtlight_t *rtlight)
3716 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3717 int numlightentities;
3718 int numlightentities_noselfshadow;
3719 int numshadowentities;
3720 int numshadowentities_noselfshadow;
3721 entity_render_t **lightentities;
3722 entity_render_t **lightentities_noselfshadow;
3723 entity_render_t **shadowentities;
3724 entity_render_t **shadowentities_noselfshadow;
3726 static unsigned char entitysides[MAX_EDICTS];
3727 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3728 vec3_t nearestpoint;
3730 qboolean castshadows;
3733 // check if we cached this light this frame (meaning it is worth drawing)
3737 // if R_FrameData_Store ran out of space we skip anything dependent on it
3738 if (r_framedata_failed)
3741 numlightentities = rtlight->cached_numlightentities;
3742 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3743 numshadowentities = rtlight->cached_numshadowentities;
3744 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3745 numsurfaces = rtlight->cached_numsurfaces;
3746 lightentities = rtlight->cached_lightentities;
3747 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3748 shadowentities = rtlight->cached_shadowentities;
3749 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3750 shadowtrispvs = rtlight->cached_shadowtrispvs;
3751 lighttrispvs = rtlight->cached_lighttrispvs;
3752 surfacelist = rtlight->cached_surfacelist;
3754 // set up a scissor rectangle for this light
3755 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3758 // don't let sound skip if going slow
3759 if (r_refdef.scene.extraupdate)
3762 // make this the active rtlight for rendering purposes
3763 R_Shadow_RenderMode_ActiveLight(rtlight);
3765 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3767 // optionally draw visible shape of the shadow volumes
3768 // for performance analysis by level designers
3769 R_Shadow_RenderMode_VisibleShadowVolumes();
3771 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3772 for (i = 0;i < numshadowentities;i++)
3773 R_Shadow_DrawEntityShadow(shadowentities[i]);
3774 for (i = 0;i < numshadowentities_noselfshadow;i++)
3775 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3776 R_Shadow_RenderMode_VisibleLighting(false, false);
3779 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3781 // optionally draw the illuminated areas
3782 // for performance analysis by level designers
3783 R_Shadow_RenderMode_VisibleLighting(false, false);
3785 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3786 for (i = 0;i < numlightentities;i++)
3787 R_Shadow_DrawEntityLight(lightentities[i]);
3788 for (i = 0;i < numlightentities_noselfshadow;i++)
3789 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3792 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3794 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3795 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3796 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3797 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3799 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3800 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3801 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3803 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3809 int receivermask = 0;
3810 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3811 Matrix4x4_Abs(&radiustolight);
3813 r_shadow_shadowmaplod = 0;
3814 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3815 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3816 r_shadow_shadowmaplod = i;
3818 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
3819 size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
3821 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3823 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3825 surfacesides = NULL;
3828 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3830 castermask = rtlight->static_shadowmap_casters;
3831 receivermask = rtlight->static_shadowmap_receivers;
3835 surfacesides = r_shadow_buffer_surfacesides;
3836 for(i = 0;i < numsurfaces;i++)
3838 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3839 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3840 castermask |= surfacesides[i];
3841 receivermask |= surfacesides[i];
3845 if (receivermask < 0x3F)
3847 for (i = 0;i < numlightentities;i++)
3848 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3849 if (receivermask < 0x3F)
3850 for(i = 0; i < numlightentities_noselfshadow;i++)
3851 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3854 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3858 for (i = 0;i < numshadowentities;i++)
3859 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3860 for (i = 0;i < numshadowentities_noselfshadow;i++)
3861 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3864 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3866 // render shadow casters into 6 sided depth texture
3867 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3869 R_Shadow_RenderMode_ShadowMap(side, true, size);
3870 if (! (castermask & (1 << side))) continue;
3872 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3873 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3874 R_Shadow_DrawEntityShadow(shadowentities[i]);
3877 if (numlightentities_noselfshadow)
3879 // render lighting using the depth texture as shadowmap
3880 // draw lighting in the unmasked areas
3881 R_Shadow_RenderMode_Lighting(false, false, true);
3882 for (i = 0;i < numlightentities_noselfshadow;i++)
3883 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3886 // render shadow casters into 6 sided depth texture
3887 if (numshadowentities_noselfshadow)
3889 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3891 R_Shadow_RenderMode_ShadowMap(side, false, size);
3892 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3893 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3897 // render lighting using the depth texture as shadowmap
3898 // draw lighting in the unmasked areas
3899 R_Shadow_RenderMode_Lighting(false, false, true);
3900 // draw lighting in the unmasked areas
3902 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3903 for (i = 0;i < numlightentities;i++)
3904 R_Shadow_DrawEntityLight(lightentities[i]);
3906 else if (castshadows && vid.stencil)
3908 // draw stencil shadow volumes to mask off pixels that are in shadow
3909 // so that they won't receive lighting
3910 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3911 R_Shadow_ClearStencil();
3914 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3915 for (i = 0;i < numshadowentities;i++)
3916 R_Shadow_DrawEntityShadow(shadowentities[i]);
3918 // draw lighting in the unmasked areas
3919 R_Shadow_RenderMode_Lighting(true, false, false);
3920 for (i = 0;i < numlightentities_noselfshadow;i++)
3921 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3923 for (i = 0;i < numshadowentities_noselfshadow;i++)
3924 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3926 // draw lighting in the unmasked areas
3927 R_Shadow_RenderMode_Lighting(true, false, false);
3929 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3930 for (i = 0;i < numlightentities;i++)
3931 R_Shadow_DrawEntityLight(lightentities[i]);
3935 // draw lighting in the unmasked areas
3936 R_Shadow_RenderMode_Lighting(false, false, false);
3938 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3939 for (i = 0;i < numlightentities;i++)
3940 R_Shadow_DrawEntityLight(lightentities[i]);
3941 for (i = 0;i < numlightentities_noselfshadow;i++)
3942 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3945 if (r_shadow_usingdeferredprepass)
3947 // when rendering deferred lighting, we simply rasterize the box
3948 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3949 R_Shadow_RenderMode_DrawDeferredLight(false, true);
3950 else if (castshadows && vid.stencil)
3951 R_Shadow_RenderMode_DrawDeferredLight(true, false);
3953 R_Shadow_RenderMode_DrawDeferredLight(false, false);
3957 static void R_Shadow_FreeDeferred(void)
3959 if (r_shadow_prepassgeometryfbo)
3960 qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
3961 r_shadow_prepassgeometryfbo = 0;
3963 if (r_shadow_prepasslightingfbo)
3964 qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
3965 r_shadow_prepasslightingfbo = 0;
3967 if (r_shadow_prepassgeometrydepthtexture)
3968 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
3969 r_shadow_prepassgeometrydepthtexture = NULL;
3971 if (r_shadow_prepassgeometrynormalmaptexture)
3972 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
3973 r_shadow_prepassgeometrynormalmaptexture = NULL;
3975 if (r_shadow_prepasslightingdiffusetexture)
3976 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
3977 r_shadow_prepasslightingdiffusetexture = NULL;
3979 if (r_shadow_prepasslightingspeculartexture)
3980 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
3981 r_shadow_prepasslightingspeculartexture = NULL;
3984 void R_Shadow_DrawPrepass(void)
3992 entity_render_t *ent;
3994 GL_AlphaTest(false);
3995 R_Mesh_ColorPointer(NULL, 0, 0);
3996 R_Mesh_ResetTextureState();
3998 GL_ColorMask(1,1,1,1);
3999 GL_BlendFunc(GL_ONE, GL_ZERO);
4002 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
4003 qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
4004 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
4006 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4007 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4008 if (r_timereport_active)
4009 R_TimeReport("prepassgeometry");
4011 for (i = 0;i < r_refdef.scene.numentities;i++)
4013 if (!r_refdef.viewcache.entityvisible[i])
4015 ent = r_refdef.scene.entities[i];
4016 if (ent->model && ent->model->DrawPrepass != NULL)
4017 ent->model->DrawPrepass(ent);
4020 GL_DepthMask(false);
4021 GL_ColorMask(1,1,1,1);
4024 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4025 qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
4026 GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
4027 if (r_refdef.fogenabled)
4028 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
4030 R_Shadow_RenderMode_Begin();
4032 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4033 if (r_shadow_debuglight.integer >= 0)
4035 lightindex = r_shadow_debuglight.integer;
4036 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4037 if (light && (light->flags & flag))
4038 R_Shadow_DrawLight(&light->rtlight);
4042 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4043 for (lightindex = 0;lightindex < range;lightindex++)
4045 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4046 if (light && (light->flags & flag))
4047 R_Shadow_DrawLight(&light->rtlight);
4050 if (r_refdef.scene.rtdlight)
4051 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4052 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4054 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
4055 if (r_refdef.fogenabled)
4056 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
4058 R_Shadow_RenderMode_End();
4060 if (r_timereport_active)
4061 R_TimeReport("prepasslights");
4064 void R_Shadow_DrawLightSprites(void);
4065 void R_Shadow_PrepareLights(void)
4075 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4076 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4077 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) ||
4078 r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
4079 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4080 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4081 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4082 R_Shadow_FreeShadowMaps();
4084 switch (vid.renderpath)
4086 case RENDERPATH_GL20:
4087 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || !vid.support.arb_texture_rectangle || vid.maxdrawbuffers < 2)
4089 r_shadow_usingdeferredprepass = false;
4090 if (r_shadow_prepass_width)
4091 R_Shadow_FreeDeferred();
4092 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4096 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4098 R_Shadow_FreeDeferred();
4100 r_shadow_usingdeferredprepass = true;
4101 r_shadow_prepass_width = vid.width;
4102 r_shadow_prepass_height = vid.height;
4103 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4104 r_shadow_prepassgeometrynormalmaptexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4105 r_shadow_prepasslightingdiffusetexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4106 r_shadow_prepasslightingspeculartexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4108 // set up the geometry pass fbo (depth + normalmap)
4109 qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
4110 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
4111 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4112 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
4113 // render depth into one texture and normalmap into the other
4114 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4115 qglReadBuffer(GL_NONE);CHECKGLERROR
4116 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4117 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4119 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4120 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4121 r_shadow_usingdeferredprepass = false;
4124 // set up the lighting pass fbo (diffuse + specular)
4125 qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
4126 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4127 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4128 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
4129 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
4130 // render diffuse into one texture and specular into another,
4131 // with depth and normalmap bound as textures,
4132 // with depth bound as attachment as well
4133 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4134 qglReadBuffer(GL_NONE);CHECKGLERROR
4135 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4136 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4138 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4139 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4140 r_shadow_usingdeferredprepass = false;
4144 case RENDERPATH_GL13:
4145 case RENDERPATH_GL11:
4146 r_shadow_usingdeferredprepass = false;
4150 R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
4152 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4153 if (r_shadow_debuglight.integer >= 0)
4155 lightindex = r_shadow_debuglight.integer;
4156 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4157 if (light && (light->flags & flag))
4158 R_Shadow_PrepareLight(&light->rtlight);
4162 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4163 for (lightindex = 0;lightindex < range;lightindex++)
4165 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4166 if (light && (light->flags & flag))
4167 R_Shadow_PrepareLight(&light->rtlight);
4170 if (r_refdef.scene.rtdlight)
4172 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4173 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4175 else if(gl_flashblend.integer)
4177 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4179 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4180 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4181 VectorScale(rtlight->color, f, rtlight->currentcolor);
4185 if (r_editlights.integer)
4186 R_Shadow_DrawLightSprites();
4189 void R_Shadow_DrawLights(void)
4197 R_Shadow_RenderMode_Begin();
4199 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4200 if (r_shadow_debuglight.integer >= 0)
4202 lightindex = r_shadow_debuglight.integer;
4203 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4204 if (light && (light->flags & flag))
4205 R_Shadow_DrawLight(&light->rtlight);
4209 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4210 for (lightindex = 0;lightindex < range;lightindex++)
4212 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4213 if (light && (light->flags & flag))
4214 R_Shadow_DrawLight(&light->rtlight);
4217 if (r_refdef.scene.rtdlight)
4218 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4219 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4221 R_Shadow_RenderMode_End();
4224 extern const float r_screenvertex3f[12];
4225 extern void R_SetupView(qboolean allowwaterclippingplane);
4226 extern void R_ResetViewRendering3D(void);
4227 extern void R_ResetViewRendering2D(void);
4228 extern cvar_t r_shadows;
4229 extern cvar_t r_shadows_darken;
4230 extern cvar_t r_shadows_drawafterrtlighting;
4231 extern cvar_t r_shadows_castfrombmodels;
4232 extern cvar_t r_shadows_throwdistance;
4233 extern cvar_t r_shadows_throwdirection;
4234 void R_DrawModelShadows(void)
4237 float relativethrowdistance;
4238 entity_render_t *ent;
4239 vec3_t relativelightorigin;
4240 vec3_t relativelightdirection;
4241 vec3_t relativeshadowmins, relativeshadowmaxs;
4242 vec3_t tmp, shadowdir;
4244 if (!r_refdef.scene.numentities || !vid.stencil)
4248 R_ResetViewRendering3D();
4249 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4250 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4251 R_Shadow_RenderMode_Begin();
4252 R_Shadow_RenderMode_ActiveLight(NULL);
4253 r_shadow_lightscissor[0] = r_refdef.view.x;
4254 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4255 r_shadow_lightscissor[2] = r_refdef.view.width;
4256 r_shadow_lightscissor[3] = r_refdef.view.height;
4257 R_Shadow_RenderMode_StencilShadowVolumes(false);
4260 if (r_shadows.integer == 2)
4262 Math_atov(r_shadows_throwdirection.string, shadowdir);
4263 VectorNormalize(shadowdir);
4266 R_Shadow_ClearStencil();
4268 for (i = 0;i < r_refdef.scene.numentities;i++)
4270 ent = r_refdef.scene.entities[i];
4272 // cast shadows from anything of the map (submodels are optional)
4273 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4275 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4276 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4277 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4278 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4279 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4282 if(ent->entitynumber != 0)
4284 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4285 int entnum, entnum2, recursion;
4286 entnum = entnum2 = ent->entitynumber;
4287 for(recursion = 32; recursion > 0; --recursion)
4289 entnum2 = cl.entities[entnum].state_current.tagentity;
4290 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4295 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4297 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4298 // transform into modelspace of OUR entity
4299 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4300 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4303 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4306 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4309 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4310 RSurf_ActiveModelEntity(ent, false, false, false);
4311 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4312 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4316 // not really the right mode, but this will disable any silly stencil features
4317 R_Shadow_RenderMode_End();
4319 // set up ortho view for rendering this pass
4320 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4321 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4322 //GL_ScissorTest(true);
4323 //R_Mesh_Matrix(&identitymatrix);
4324 //R_Mesh_ResetTextureState();
4325 R_ResetViewRendering2D();
4326 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4327 R_Mesh_ColorPointer(NULL, 0, 0);
4328 R_SetupGenericShader(false);
4330 // set up a darkening blend on shadowed areas
4331 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4332 //GL_DepthRange(0, 1);
4333 //GL_DepthTest(false);
4334 //GL_DepthMask(false);
4335 //GL_PolygonOffset(0, 0);CHECKGLERROR
4336 GL_Color(0, 0, 0, r_shadows_darken.value);
4337 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4338 //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
4339 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
4340 qglStencilMask(~0);CHECKGLERROR
4341 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4342 qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
4344 // apply the blend to the shadowed areas
4345 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4347 // restore the viewport
4348 R_SetViewport(&r_refdef.view.viewport);
4350 // restore other state to normal
4351 //R_Shadow_RenderMode_End();
4354 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4357 vec3_t centerorigin;
4359 // if it's too close, skip it
4360 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4362 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4365 if (usequery && r_numqueries + 2 <= r_maxqueries)
4367 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4368 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4369 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
4370 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4373 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
4374 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4375 qglDepthFunc(GL_ALWAYS);
4376 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4377 R_Mesh_VertexPointer(vertex3f, 0, 0);
4378 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4379 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4380 qglDepthFunc(GL_LEQUAL);
4381 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4382 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4383 R_Mesh_VertexPointer(vertex3f, 0, 0);
4384 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4385 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4388 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4391 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4393 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4396 GLint allpixels = 0, visiblepixels = 0;
4397 // now we have to check the query result
4398 if (rtlight->corona_queryindex_visiblepixels)
4401 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4402 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4404 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4405 if (visiblepixels < 1 || allpixels < 1)
4407 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4408 cscale *= rtlight->corona_visibility;
4412 // FIXME: these traces should scan all render entities instead of cl.world
4413 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4416 VectorScale(rtlight->currentcolor, cscale, color);
4417 if (VectorLength(color) > (1.0f / 256.0f))
4420 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4423 VectorNegate(color, color);
4424 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4426 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4427 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4428 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4430 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4434 void R_Shadow_DrawCoronas(void)
4442 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4444 if (r_waterstate.renderingscene)
4446 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4447 R_Mesh_Matrix(&identitymatrix);
4449 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4451 // check occlusion of coronas
4452 // use GL_ARB_occlusion_query if available
4453 // otherwise use raytraces
4455 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4458 GL_ColorMask(0,0,0,0);
4459 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4460 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4463 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4464 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4466 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4469 RSurf_ActiveWorldEntity();
4470 GL_BlendFunc(GL_ONE, GL_ZERO);
4471 GL_CullFace(GL_NONE);
4472 GL_DepthMask(false);
4473 GL_DepthRange(0, 1);
4474 GL_PolygonOffset(0, 0);
4476 R_Mesh_ColorPointer(NULL, 0, 0);
4477 R_Mesh_ResetTextureState();
4478 R_SetupGenericShader(false);
4480 for (lightindex = 0;lightindex < range;lightindex++)
4482 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4485 rtlight = &light->rtlight;
4486 rtlight->corona_visibility = 0;
4487 rtlight->corona_queryindex_visiblepixels = 0;
4488 rtlight->corona_queryindex_allpixels = 0;
4489 if (!(rtlight->flags & flag))
4491 if (rtlight->corona <= 0)
4493 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4495 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4497 for (i = 0;i < r_refdef.scene.numlights;i++)
4499 rtlight = r_refdef.scene.lights[i];
4500 rtlight->corona_visibility = 0;
4501 rtlight->corona_queryindex_visiblepixels = 0;
4502 rtlight->corona_queryindex_allpixels = 0;
4503 if (!(rtlight->flags & flag))
4505 if (rtlight->corona <= 0)
4507 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4510 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4512 // now draw the coronas using the query data for intensity info
4513 for (lightindex = 0;lightindex < range;lightindex++)
4515 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4518 rtlight = &light->rtlight;
4519 if (rtlight->corona_visibility <= 0)
4521 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4523 for (i = 0;i < r_refdef.scene.numlights;i++)
4525 rtlight = r_refdef.scene.lights[i];
4526 if (rtlight->corona_visibility <= 0)
4528 if (gl_flashblend.integer)
4529 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4531 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4537 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
4538 typedef struct suffixinfo_s
4541 qboolean flipx, flipy, flipdiagonal;
4544 static suffixinfo_t suffix[3][6] =
4547 {"px", false, false, false},
4548 {"nx", false, false, false},
4549 {"py", false, false, false},
4550 {"ny", false, false, false},
4551 {"pz", false, false, false},
4552 {"nz", false, false, false}
4555 {"posx", false, false, false},
4556 {"negx", false, false, false},
4557 {"posy", false, false, false},
4558 {"negy", false, false, false},
4559 {"posz", false, false, false},
4560 {"negz", false, false, false}
4563 {"rt", true, false, true},
4564 {"lf", false, true, true},
4565 {"ft", true, true, false},
4566 {"bk", false, false, false},
4567 {"up", true, false, true},
4568 {"dn", true, false, true}
4572 static int componentorder[4] = {0, 1, 2, 3};
4574 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
4576 int i, j, cubemapsize;
4577 unsigned char *cubemappixels, *image_buffer;
4578 rtexture_t *cubemaptexture;
4580 // must start 0 so the first loadimagepixels has no requested width/height
4582 cubemappixels = NULL;
4583 cubemaptexture = NULL;
4584 // keep trying different suffix groups (posx, px, rt) until one loads
4585 for (j = 0;j < 3 && !cubemappixels;j++)
4587 // load the 6 images in the suffix group
4588 for (i = 0;i < 6;i++)
4590 // generate an image name based on the base and and suffix
4591 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
4593 if ((image_buffer = loadimagepixelsbgra(name, false, false)))
4595 // an image loaded, make sure width and height are equal
4596 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
4598 // if this is the first image to load successfully, allocate the cubemap memory
4599 if (!cubemappixels && image_width >= 1)
4601 cubemapsize = image_width;
4602 // note this clears to black, so unavailable sides are black
4603 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
4605 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
4607 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
4610 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
4612 Mem_Free(image_buffer);
4616 // if a cubemap loaded, upload it
4619 if (developer_loading.integer)
4620 Con_Printf("loading cubemap \"%s\"\n", basename);
4622 if (!r_shadow_filters_texturepool)
4623 r_shadow_filters_texturepool = R_AllocTexturePool();
4624 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
4625 Mem_Free(cubemappixels);
4629 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
4630 if (developer_loading.integer)
4632 Con_Printf("(tried tried images ");
4633 for (j = 0;j < 3;j++)
4634 for (i = 0;i < 6;i++)
4635 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
4636 Con_Print(" and was unable to find any of them).\n");
4639 return cubemaptexture;
4642 rtexture_t *R_Shadow_Cubemap(const char *basename)
4645 for (i = 0;i < numcubemaps;i++)
4646 if (!strcasecmp(cubemaps[i].basename, basename))
4647 return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
4648 if (i >= MAX_CUBEMAPS)
4649 return r_texture_whitecube;
4651 strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
4652 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
4653 return cubemaps[i].texture;
4656 void R_Shadow_FreeCubemaps(void)
4659 for (i = 0;i < numcubemaps;i++)
4661 if (developer_loading.integer)
4662 Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
4663 if (cubemaps[i].texture)
4664 R_FreeTexture(cubemaps[i].texture);
4668 R_FreeTexturePool(&r_shadow_filters_texturepool);
4671 dlight_t *R_Shadow_NewWorldLight(void)
4673 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4676 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)
4679 // validate parameters
4680 if (style < 0 || style >= MAX_LIGHTSTYLES)
4682 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4688 // copy to light properties
4689 VectorCopy(origin, light->origin);
4690 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4691 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4692 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4694 light->color[0] = max(color[0], 0);
4695 light->color[1] = max(color[1], 0);
4696 light->color[2] = max(color[2], 0);
4698 light->color[0] = color[0];
4699 light->color[1] = color[1];
4700 light->color[2] = color[2];
4701 light->radius = max(radius, 0);
4702 light->style = style;
4703 light->shadow = shadowenable;
4704 light->corona = corona;
4705 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4706 light->coronasizescale = coronasizescale;
4707 light->ambientscale = ambientscale;
4708 light->diffusescale = diffusescale;
4709 light->specularscale = specularscale;
4710 light->flags = flags;
4712 // update renderable light data
4713 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4714 R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4717 void R_Shadow_FreeWorldLight(dlight_t *light)
4719 if (r_shadow_selectedlight == light)
4720 r_shadow_selectedlight = NULL;
4721 R_RTLight_Uncompile(&light->rtlight);
4722 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4725 void R_Shadow_ClearWorldLights(void)
4729 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4730 for (lightindex = 0;lightindex < range;lightindex++)
4732 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4734 R_Shadow_FreeWorldLight(light);
4736 r_shadow_selectedlight = NULL;
4737 R_Shadow_FreeCubemaps();
4740 void R_Shadow_SelectLight(dlight_t *light)
4742 if (r_shadow_selectedlight)
4743 r_shadow_selectedlight->selected = false;
4744 r_shadow_selectedlight = light;
4745 if (r_shadow_selectedlight)
4746 r_shadow_selectedlight->selected = true;
4749 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4751 // this is never batched (there can be only one)
4753 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
4754 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4755 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4758 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4763 skinframe_t *skinframe;
4766 // this is never batched (due to the ent parameter changing every time)
4767 // so numsurfaces == 1 and surfacelist[0] == lightnumber
4768 const dlight_t *light = (dlight_t *)ent;
4771 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
4774 VectorScale(light->color, intensity, spritecolor);
4775 if (VectorLength(spritecolor) < 0.1732f)
4776 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4777 if (VectorLength(spritecolor) > 1.0f)
4778 VectorNormalize(spritecolor);
4780 // draw light sprite
4781 if (light->cubemapname[0] && !light->shadow)
4782 skinframe = r_editlights_sprcubemapnoshadowlight;
4783 else if (light->cubemapname[0])
4784 skinframe = r_editlights_sprcubemaplight;
4785 else if (!light->shadow)
4786 skinframe = r_editlights_sprnoshadowlight;
4788 skinframe = r_editlights_sprlight;
4790 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4791 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4793 // draw selection sprite if light is selected
4794 if (light->selected)
4796 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4797 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4798 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4802 void R_Shadow_DrawLightSprites(void)
4806 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4807 for (lightindex = 0;lightindex < range;lightindex++)
4809 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4811 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4813 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4816 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
4821 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
4822 if (lightindex >= range)
4824 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4827 rtlight = &light->rtlight;
4828 //if (!(rtlight->flags & flag))
4830 VectorCopy(rtlight->shadoworigin, origin);
4831 *radius = rtlight->radius;
4832 VectorCopy(rtlight->color, color);
4836 void R_Shadow_SelectLightInView(void)
4838 float bestrating, rating, temp[3];
4842 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4845 for (lightindex = 0;lightindex < range;lightindex++)
4847 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4850 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4851 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4854 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4855 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4857 bestrating = rating;
4862 R_Shadow_SelectLight(best);
4865 void R_Shadow_LoadWorldLights(void)
4867 int n, a, style, shadow, flags;
4868 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4869 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4870 if (cl.worldmodel == NULL)
4872 Con_Print("No map loaded.\n");
4875 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4876 strlcat (name, ".rtlights", sizeof (name));
4877 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4887 for (;COM_Parse(t, true) && strcmp(
4888 if (COM_Parse(t, true))
4890 if (com_token[0] == '!')
4893 origin[0] = atof(com_token+1);
4896 origin[0] = atof(com_token);
4901 while (*s && *s != '\n' && *s != '\r')
4907 // check for modifier flags
4914 #if _MSC_VER >= 1400
4915 #define sscanf sscanf_s
4917 cubemapname[sizeof(cubemapname)-1] = 0;
4918 #if MAX_QPATH != 128
4919 #error update this code if MAX_QPATH changes
4921 a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
4922 #if _MSC_VER >= 1400
4923 , sizeof(cubemapname)
4925 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
4928 flags = LIGHTFLAG_REALTIMEMODE;
4936 coronasizescale = 0.25f;
4938 VectorClear(angles);
4941 if (a < 9 || !strcmp(cubemapname, "\"\""))
4943 // remove quotes on cubemapname
4944 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
4947 namelen = strlen(cubemapname) - 2;
4948 memmove(cubemapname, cubemapname + 1, namelen);
4949 cubemapname[namelen] = '\0';
4953 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);
4956 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4964 Con_Printf("invalid rtlights file \"%s\"\n", name);
4965 Mem_Free(lightsstring);
4969 void R_Shadow_SaveWorldLights(void)
4973 size_t bufchars, bufmaxchars;
4975 char name[MAX_QPATH];
4976 char line[MAX_INPUTLINE];
4977 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
4978 // I hate lines which are 3 times my screen size :( --blub
4981 if (cl.worldmodel == NULL)
4983 Con_Print("No map loaded.\n");
4986 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4987 strlcat (name, ".rtlights", sizeof (name));
4988 bufchars = bufmaxchars = 0;
4990 for (lightindex = 0;lightindex < range;lightindex++)
4992 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4995 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
4996 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4997 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
4998 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
5000 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
5001 if (bufchars + strlen(line) > bufmaxchars)
5003 bufmaxchars = bufchars + strlen(line) + 2048;
5005 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5009 memcpy(buf, oldbuf, bufchars);
5015 memcpy(buf + bufchars, line, strlen(line));
5016 bufchars += strlen(line);
5020 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5025 void R_Shadow_LoadLightsFile(void)
5028 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5029 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5030 if (cl.worldmodel == NULL)
5032 Con_Print("No map loaded.\n");
5035 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
5036 strlcat (name, ".lights", sizeof (name));
5037 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5045 while (*s && *s != '\n' && *s != '\r')
5051 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);
5055 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);
5058 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5059 radius = bound(15, radius, 4096);
5060 VectorScale(color, (2.0f / (8388608.0f)), color);
5061 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5069 Con_Printf("invalid lights file \"%s\"\n", name);
5070 Mem_Free(lightsstring);
5074 // tyrlite/hmap2 light types in the delay field
5075 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5077 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5079 int entnum, style, islight, skin, pflags, effects, type, n;
5082 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5083 char key[256], value[MAX_INPUTLINE];
5085 if (cl.worldmodel == NULL)
5087 Con_Print("No map loaded.\n");
5090 // try to load a .ent file first
5091 FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
5092 strlcat (key, ".ent", sizeof (key));
5093 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5094 // and if that is not found, fall back to the bsp file entity string
5096 data = cl.worldmodel->brush.entities;
5099 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5101 type = LIGHTTYPE_MINUSX;
5102 origin[0] = origin[1] = origin[2] = 0;
5103 originhack[0] = originhack[1] = originhack[2] = 0;
5104 angles[0] = angles[1] = angles[2] = 0;
5105 color[0] = color[1] = color[2] = 1;
5106 light[0] = light[1] = light[2] = 1;light[3] = 300;
5107 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5117 if (!COM_ParseToken_Simple(&data, false, false))
5119 if (com_token[0] == '}')
5120 break; // end of entity
5121 if (com_token[0] == '_')
5122 strlcpy(key, com_token + 1, sizeof(key));
5124 strlcpy(key, com_token, sizeof(key));
5125 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5126 key[strlen(key)-1] = 0;
5127 if (!COM_ParseToken_Simple(&data, false, false))
5129 strlcpy(value, com_token, sizeof(value));
5131 // now that we have the key pair worked out...
5132 if (!strcmp("light", key))
5134 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5138 light[0] = vec[0] * (1.0f / 256.0f);
5139 light[1] = vec[0] * (1.0f / 256.0f);
5140 light[2] = vec[0] * (1.0f / 256.0f);
5146 light[0] = vec[0] * (1.0f / 255.0f);
5147 light[1] = vec[1] * (1.0f / 255.0f);
5148 light[2] = vec[2] * (1.0f / 255.0f);
5152 else if (!strcmp("delay", key))
5154 else if (!strcmp("origin", key))
5155 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5156 else if (!strcmp("angle", key))
5157 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5158 else if (!strcmp("angles", key))
5159 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5160 else if (!strcmp("color", key))
5161 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5162 else if (!strcmp("wait", key))
5163 fadescale = atof(value);
5164 else if (!strcmp("classname", key))
5166 if (!strncmp(value, "light", 5))
5169 if (!strcmp(value, "light_fluoro"))
5174 overridecolor[0] = 1;
5175 overridecolor[1] = 1;
5176 overridecolor[2] = 1;
5178 if (!strcmp(value, "light_fluorospark"))
5183 overridecolor[0] = 1;
5184 overridecolor[1] = 1;
5185 overridecolor[2] = 1;
5187 if (!strcmp(value, "light_globe"))
5192 overridecolor[0] = 1;
5193 overridecolor[1] = 0.8;
5194 overridecolor[2] = 0.4;
5196 if (!strcmp(value, "light_flame_large_yellow"))
5201 overridecolor[0] = 1;
5202 overridecolor[1] = 0.5;
5203 overridecolor[2] = 0.1;
5205 if (!strcmp(value, "light_flame_small_yellow"))
5210 overridecolor[0] = 1;
5211 overridecolor[1] = 0.5;
5212 overridecolor[2] = 0.1;
5214 if (!strcmp(value, "light_torch_small_white"))
5219 overridecolor[0] = 1;
5220 overridecolor[1] = 0.5;
5221 overridecolor[2] = 0.1;
5223 if (!strcmp(value, "light_torch_small_walltorch"))
5228 overridecolor[0] = 1;
5229 overridecolor[1] = 0.5;
5230 overridecolor[2] = 0.1;
5234 else if (!strcmp("style", key))
5235 style = atoi(value);
5236 else if (!strcmp("skin", key))
5237 skin = (int)atof(value);
5238 else if (!strcmp("pflags", key))
5239 pflags = (int)atof(value);
5240 else if (!strcmp("effects", key))
5241 effects = (int)atof(value);
5242 else if (cl.worldmodel->type == mod_brushq3)
5244 if (!strcmp("scale", key))
5245 lightscale = atof(value);
5246 if (!strcmp("fade", key))
5247 fadescale = atof(value);
5252 if (lightscale <= 0)
5256 if (color[0] == color[1] && color[0] == color[2])
5258 color[0] *= overridecolor[0];
5259 color[1] *= overridecolor[1];
5260 color[2] *= overridecolor[2];
5262 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5263 color[0] = color[0] * light[0];
5264 color[1] = color[1] * light[1];
5265 color[2] = color[2] * light[2];
5268 case LIGHTTYPE_MINUSX:
5270 case LIGHTTYPE_RECIPX:
5272 VectorScale(color, (1.0f / 16.0f), color);
5274 case LIGHTTYPE_RECIPXX:
5276 VectorScale(color, (1.0f / 16.0f), color);
5279 case LIGHTTYPE_NONE:
5283 case LIGHTTYPE_MINUSXX:
5286 VectorAdd(origin, originhack, origin);
5288 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);
5291 Mem_Free(entfiledata);
5295 void R_Shadow_SetCursorLocationForView(void)
5298 vec3_t dest, endpos;
5300 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5301 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5302 if (trace.fraction < 1)
5304 dist = trace.fraction * r_editlights_cursordistance.value;
5305 push = r_editlights_cursorpushback.value;
5309 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5310 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5314 VectorClear( endpos );
5316 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5317 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5318 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5321 void R_Shadow_UpdateWorldLightSelection(void)
5323 if (r_editlights.integer)
5325 R_Shadow_SetCursorLocationForView();
5326 R_Shadow_SelectLightInView();
5329 R_Shadow_SelectLight(NULL);
5332 void R_Shadow_EditLights_Clear_f(void)
5334 R_Shadow_ClearWorldLights();
5337 void R_Shadow_EditLights_Reload_f(void)
5341 strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
5342 R_Shadow_ClearWorldLights();
5343 R_Shadow_LoadWorldLights();
5344 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5346 R_Shadow_LoadLightsFile();
5347 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5348 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5352 void R_Shadow_EditLights_Save_f(void)
5356 R_Shadow_SaveWorldLights();
5359 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5361 R_Shadow_ClearWorldLights();
5362 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5365 void R_Shadow_EditLights_ImportLightsFile_f(void)
5367 R_Shadow_ClearWorldLights();
5368 R_Shadow_LoadLightsFile();
5371 void R_Shadow_EditLights_Spawn_f(void)
5374 if (!r_editlights.integer)
5376 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5379 if (Cmd_Argc() != 1)
5381 Con_Print("r_editlights_spawn does not take parameters\n");
5384 color[0] = color[1] = color[2] = 1;
5385 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5388 void R_Shadow_EditLights_Edit_f(void)
5390 vec3_t origin, angles, color;
5391 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5392 int style, shadows, flags, normalmode, realtimemode;
5393 char cubemapname[MAX_INPUTLINE];
5394 if (!r_editlights.integer)
5396 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5399 if (!r_shadow_selectedlight)
5401 Con_Print("No selected light.\n");
5404 VectorCopy(r_shadow_selectedlight->origin, origin);
5405 VectorCopy(r_shadow_selectedlight->angles, angles);
5406 VectorCopy(r_shadow_selectedlight->color, color);
5407 radius = r_shadow_selectedlight->radius;
5408 style = r_shadow_selectedlight->style;
5409 if (r_shadow_selectedlight->cubemapname)
5410 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5413 shadows = r_shadow_selectedlight->shadow;
5414 corona = r_shadow_selectedlight->corona;
5415 coronasizescale = r_shadow_selectedlight->coronasizescale;
5416 ambientscale = r_shadow_selectedlight->ambientscale;
5417 diffusescale = r_shadow_selectedlight->diffusescale;
5418 specularscale = r_shadow_selectedlight->specularscale;
5419 flags = r_shadow_selectedlight->flags;
5420 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5421 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5422 if (!strcmp(Cmd_Argv(1), "origin"))
5424 if (Cmd_Argc() != 5)
5426 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5429 origin[0] = atof(Cmd_Argv(2));
5430 origin[1] = atof(Cmd_Argv(3));
5431 origin[2] = atof(Cmd_Argv(4));
5433 else if (!strcmp(Cmd_Argv(1), "originx"))
5435 if (Cmd_Argc() != 3)
5437 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5440 origin[0] = atof(Cmd_Argv(2));
5442 else if (!strcmp(Cmd_Argv(1), "originy"))
5444 if (Cmd_Argc() != 3)
5446 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5449 origin[1] = atof(Cmd_Argv(2));
5451 else if (!strcmp(Cmd_Argv(1), "originz"))
5453 if (Cmd_Argc() != 3)
5455 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5458 origin[2] = atof(Cmd_Argv(2));
5460 else if (!strcmp(Cmd_Argv(1), "move"))
5462 if (Cmd_Argc() != 5)
5464 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5467 origin[0] += atof(Cmd_Argv(2));
5468 origin[1] += atof(Cmd_Argv(3));
5469 origin[2] += atof(Cmd_Argv(4));
5471 else if (!strcmp(Cmd_Argv(1), "movex"))
5473 if (Cmd_Argc() != 3)
5475 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5478 origin[0] += atof(Cmd_Argv(2));
5480 else if (!strcmp(Cmd_Argv(1), "movey"))
5482 if (Cmd_Argc() != 3)
5484 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5487 origin[1] += atof(Cmd_Argv(2));
5489 else if (!strcmp(Cmd_Argv(1), "movez"))
5491 if (Cmd_Argc() != 3)
5493 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5496 origin[2] += atof(Cmd_Argv(2));
5498 else if (!strcmp(Cmd_Argv(1), "angles"))
5500 if (Cmd_Argc() != 5)
5502 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5505 angles[0] = atof(Cmd_Argv(2));
5506 angles[1] = atof(Cmd_Argv(3));
5507 angles[2] = atof(Cmd_Argv(4));
5509 else if (!strcmp(Cmd_Argv(1), "anglesx"))
5511 if (Cmd_Argc() != 3)
5513 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5516 angles[0] = atof(Cmd_Argv(2));
5518 else if (!strcmp(Cmd_Argv(1), "anglesy"))
5520 if (Cmd_Argc() != 3)
5522 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5525 angles[1] = atof(Cmd_Argv(2));
5527 else if (!strcmp(Cmd_Argv(1), "anglesz"))
5529 if (Cmd_Argc() != 3)
5531 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5534 angles[2] = atof(Cmd_Argv(2));
5536 else if (!strcmp(Cmd_Argv(1), "color"))
5538 if (Cmd_Argc() != 5)
5540 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5543 color[0] = atof(Cmd_Argv(2));
5544 color[1] = atof(Cmd_Argv(3));
5545 color[2] = atof(Cmd_Argv(4));
5547 else if (!strcmp(Cmd_Argv(1), "radius"))
5549 if (Cmd_Argc() != 3)
5551 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5554 radius = atof(Cmd_Argv(2));
5556 else if (!strcmp(Cmd_Argv(1), "colorscale"))
5558 if (Cmd_Argc() == 3)
5560 double scale = atof(Cmd_Argv(2));
5567 if (Cmd_Argc() != 5)
5569 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
5572 color[0] *= atof(Cmd_Argv(2));
5573 color[1] *= atof(Cmd_Argv(3));
5574 color[2] *= atof(Cmd_Argv(4));
5577 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5579 if (Cmd_Argc() != 3)
5581 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5584 radius *= atof(Cmd_Argv(2));
5586 else if (!strcmp(Cmd_Argv(1), "style"))
5588 if (Cmd_Argc() != 3)
5590 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5593 style = atoi(Cmd_Argv(2));
5595 else if (!strcmp(Cmd_Argv(1), "cubemap"))
5599 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5602 if (Cmd_Argc() == 3)
5603 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5607 else if (!strcmp(Cmd_Argv(1), "shadows"))
5609 if (Cmd_Argc() != 3)
5611 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5614 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5616 else if (!strcmp(Cmd_Argv(1), "corona"))
5618 if (Cmd_Argc() != 3)
5620 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5623 corona = atof(Cmd_Argv(2));
5625 else if (!strcmp(Cmd_Argv(1), "coronasize"))
5627 if (Cmd_Argc() != 3)
5629 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5632 coronasizescale = atof(Cmd_Argv(2));
5634 else if (!strcmp(Cmd_Argv(1), "ambient"))
5636 if (Cmd_Argc() != 3)
5638 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5641 ambientscale = atof(Cmd_Argv(2));
5643 else if (!strcmp(Cmd_Argv(1), "diffuse"))
5645 if (Cmd_Argc() != 3)
5647 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5650 diffusescale = atof(Cmd_Argv(2));
5652 else if (!strcmp(Cmd_Argv(1), "specular"))
5654 if (Cmd_Argc() != 3)
5656 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5659 specularscale = atof(Cmd_Argv(2));
5661 else if (!strcmp(Cmd_Argv(1), "normalmode"))
5663 if (Cmd_Argc() != 3)
5665 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5668 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5670 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5672 if (Cmd_Argc() != 3)
5674 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5677 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5681 Con_Print("usage: r_editlights_edit [property] [value]\n");
5682 Con_Print("Selected light's properties:\n");
5683 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5684 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5685 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5686 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
5687 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
5688 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
5689 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5690 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
5691 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
5692 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
5693 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
5694 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
5695 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5696 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5699 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5700 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5703 void R_Shadow_EditLights_EditAll_f(void)
5709 if (!r_editlights.integer)
5711 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5715 // EditLights doesn't seem to have a "remove" command or something so:
5716 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5717 for (lightindex = 0;lightindex < range;lightindex++)
5719 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5722 R_Shadow_SelectLight(light);
5723 R_Shadow_EditLights_Edit_f();
5727 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5729 int lightnumber, lightcount;
5730 size_t lightindex, range;
5734 if (!r_editlights.integer)
5736 x = vid_conwidth.value - 240;
5738 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5741 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5742 for (lightindex = 0;lightindex < range;lightindex++)
5744 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5747 if (light == r_shadow_selectedlight)
5748 lightnumber = lightindex;
5751 dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
5752 dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
5754 if (r_shadow_selectedlight == NULL)
5756 dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5757 dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5758 dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5759 dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5760 dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5761 dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5762 dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5763 dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5764 dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5765 dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5766 dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5767 dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5768 dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5769 dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5770 dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5773 void R_Shadow_EditLights_ToggleShadow_f(void)
5775 if (!r_editlights.integer)
5777 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5780 if (!r_shadow_selectedlight)
5782 Con_Print("No selected light.\n");
5785 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);
5788 void R_Shadow_EditLights_ToggleCorona_f(void)
5790 if (!r_editlights.integer)
5792 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5795 if (!r_shadow_selectedlight)
5797 Con_Print("No selected light.\n");
5800 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);
5803 void R_Shadow_EditLights_Remove_f(void)
5805 if (!r_editlights.integer)
5807 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
5810 if (!r_shadow_selectedlight)
5812 Con_Print("No selected light.\n");
5815 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5816 r_shadow_selectedlight = NULL;
5819 void R_Shadow_EditLights_Help_f(void)
5822 "Documentation on r_editlights system:\n"
5824 "r_editlights : enable/disable editing mode\n"
5825 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5826 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5827 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5828 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5829 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5831 "r_editlights_help : this help\n"
5832 "r_editlights_clear : remove all lights\n"
5833 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5834 "r_editlights_save : save to .rtlights file\n"
5835 "r_editlights_spawn : create a light with default settings\n"
5836 "r_editlights_edit command : edit selected light - more documentation below\n"
5837 "r_editlights_remove : remove selected light\n"
5838 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5839 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5840 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5842 "origin x y z : set light location\n"
5843 "originx x: set x component of light location\n"
5844 "originy y: set y component of light location\n"
5845 "originz z: set z component of light location\n"
5846 "move x y z : adjust light location\n"
5847 "movex x: adjust x component of light location\n"
5848 "movey y: adjust y component of light location\n"
5849 "movez z: adjust z component of light location\n"
5850 "angles x y z : set light angles\n"
5851 "anglesx x: set x component of light angles\n"
5852 "anglesy y: set y component of light angles\n"
5853 "anglesz z: set z component of light angles\n"
5854 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5855 "radius radius : set radius (size) of light\n"
5856 "colorscale grey : multiply color of light (1 does nothing)\n"
5857 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5858 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5859 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5860 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5861 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5862 "shadows 1/0 : turn on/off shadows\n"
5863 "corona n : set corona intensity\n"
5864 "coronasize n : set corona size (0-1)\n"
5865 "ambient n : set ambient intensity (0-1)\n"
5866 "diffuse n : set diffuse intensity (0-1)\n"
5867 "specular n : set specular intensity (0-1)\n"
5868 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
5869 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
5870 "<nothing> : print light properties to console\n"
5874 void R_Shadow_EditLights_CopyInfo_f(void)
5876 if (!r_editlights.integer)
5878 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
5881 if (!r_shadow_selectedlight)
5883 Con_Print("No selected light.\n");
5886 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
5887 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
5888 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
5889 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
5890 if (r_shadow_selectedlight->cubemapname)
5891 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
5893 r_shadow_bufferlight.cubemapname[0] = 0;
5894 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
5895 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
5896 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
5897 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
5898 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
5899 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
5900 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
5903 void R_Shadow_EditLights_PasteInfo_f(void)
5905 if (!r_editlights.integer)
5907 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
5910 if (!r_shadow_selectedlight)
5912 Con_Print("No selected light.\n");
5915 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);
5918 void R_Shadow_EditLights_Init(void)
5920 Cvar_RegisterVariable(&r_editlights);
5921 Cvar_RegisterVariable(&r_editlights_cursordistance);
5922 Cvar_RegisterVariable(&r_editlights_cursorpushback);
5923 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
5924 Cvar_RegisterVariable(&r_editlights_cursorgrid);
5925 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
5926 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
5927 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
5928 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
5929 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
5930 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
5931 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
5932 Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
5933 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
5934 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
5935 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
5936 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
5937 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
5938 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
5939 Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
5945 =============================================================================
5949 =============================================================================
5952 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
5954 VectorClear(diffusecolor);
5955 VectorClear(diffusenormal);
5957 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
5959 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
5960 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
5963 VectorSet(ambientcolor, 1, 1, 1);
5970 for (i = 0;i < r_refdef.scene.numlights;i++)
5972 light = r_refdef.scene.lights[i];
5973 Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
5974 f = 1 - VectorLength2(v);
5975 if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
5976 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);