3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
145 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
148 extern void R_Shadow_EditLights_Init(void);
150 typedef enum r_shadow_rendermode_e
152 R_SHADOW_RENDERMODE_NONE,
153 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
154 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
155 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
156 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
157 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
158 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
159 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
160 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
161 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
162 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
163 R_SHADOW_RENDERMODE_LIGHT_GLSL,
164 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
165 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
166 R_SHADOW_RENDERMODE_SHADOWMAP2D
168 r_shadow_rendermode_t;
170 typedef enum r_shadow_shadowmode_e
172 R_SHADOW_SHADOWMODE_STENCIL,
173 R_SHADOW_SHADOWMODE_SHADOWMAP2D
175 r_shadow_shadowmode_t;
177 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
178 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
181 qboolean r_shadow_usingshadowmap2d;
182 qboolean r_shadow_usingshadowmaportho;
183 int r_shadow_shadowmapside;
184 float r_shadow_shadowmap_texturescale[2];
185 float r_shadow_shadowmap_parameters[4];
187 int r_shadow_drawbuffer;
188 int r_shadow_readbuffer;
190 int r_shadow_cullface_front, r_shadow_cullface_back;
191 GLuint r_shadow_fbo2d;
192 r_shadow_shadowmode_t r_shadow_shadowmode;
193 int r_shadow_shadowmapfilterquality;
194 int r_shadow_shadowmapdepthbits;
195 int r_shadow_shadowmapmaxsize;
196 qboolean r_shadow_shadowmapvsdct;
197 qboolean r_shadow_shadowmapsampler;
198 int r_shadow_shadowmappcf;
199 int r_shadow_shadowmapborder;
200 matrix4x4_t r_shadow_shadowmapmatrix;
201 int r_shadow_lightscissor[4];
202 qboolean r_shadow_usingdeferredprepass;
204 int maxshadowtriangles;
207 int maxshadowvertices;
208 float *shadowvertex3f;
218 unsigned char *shadowsides;
219 int *shadowsideslist;
226 int r_shadow_buffer_numleafpvsbytes;
227 unsigned char *r_shadow_buffer_visitingleafpvs;
228 unsigned char *r_shadow_buffer_leafpvs;
229 int *r_shadow_buffer_leaflist;
231 int r_shadow_buffer_numsurfacepvsbytes;
232 unsigned char *r_shadow_buffer_surfacepvs;
233 int *r_shadow_buffer_surfacelist;
234 unsigned char *r_shadow_buffer_surfacesides;
236 int r_shadow_buffer_numshadowtrispvsbytes;
237 unsigned char *r_shadow_buffer_shadowtrispvs;
238 int r_shadow_buffer_numlighttrispvsbytes;
239 unsigned char *r_shadow_buffer_lighttrispvs;
241 rtexturepool_t *r_shadow_texturepool;
242 rtexture_t *r_shadow_attenuationgradienttexture;
243 rtexture_t *r_shadow_attenuation2dtexture;
244 rtexture_t *r_shadow_attenuation3dtexture;
245 skinframe_t *r_shadow_lightcorona;
246 rtexture_t *r_shadow_shadowmap2dtexture;
247 rtexture_t *r_shadow_shadowmap2dcolortexture;
248 rtexture_t *r_shadow_shadowmapvsdcttexture;
249 int r_shadow_shadowmapsize; // changes for each light based on distance
250 int r_shadow_shadowmaplod; // changes for each light based on distance
252 GLuint r_shadow_prepassgeometryfbo;
253 GLuint r_shadow_prepasslightingfbo;
254 int r_shadow_prepass_width;
255 int r_shadow_prepass_height;
256 rtexture_t *r_shadow_prepassgeometrydepthtexture;
257 rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
258 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
259 rtexture_t *r_shadow_prepasslightingdiffusetexture;
260 rtexture_t *r_shadow_prepasslightingspeculartexture;
262 // lights are reloaded when this changes
263 char r_shadow_mapname[MAX_QPATH];
265 // used only for light filters (cubemaps)
266 rtexturepool_t *r_shadow_filters_texturepool;
268 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
270 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
271 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
272 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
273 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
274 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
275 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
276 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
277 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
278 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
279 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
280 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
281 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
282 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
283 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
284 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
285 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
286 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
287 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
288 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
289 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
290 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
291 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
292 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
293 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
294 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
295 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
296 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
297 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
298 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
299 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
300 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
301 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
302 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
303 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
304 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
305 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
306 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
307 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
308 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
309 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
310 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
311 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
312 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
313 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
314 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
315 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
316 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
317 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
318 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
319 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
320 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
321 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
322 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
323 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
324 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
325 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
326 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
327 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
328 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
329 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
331 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
332 #define ATTENTABLESIZE 256
333 // 1D gradient, 2D circle and 3D sphere attenuation textures
334 #define ATTEN1DSIZE 32
335 #define ATTEN2DSIZE 64
336 #define ATTEN3DSIZE 32
338 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
339 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
340 static float r_shadow_attentable[ATTENTABLESIZE+1];
342 rtlight_t *r_shadow_compilingrtlight;
343 static memexpandablearray_t r_shadow_worldlightsarray;
344 dlight_t *r_shadow_selectedlight;
345 dlight_t r_shadow_bufferlight;
346 vec3_t r_editlights_cursorlocation;
347 qboolean r_editlights_lockcursor;
349 extern int con_vislines;
351 void R_Shadow_UncompileWorldLights(void);
352 void R_Shadow_ClearWorldLights(void);
353 void R_Shadow_SaveWorldLights(void);
354 void R_Shadow_LoadWorldLights(void);
355 void R_Shadow_LoadLightsFile(void);
356 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
357 void R_Shadow_EditLights_Reload_f(void);
358 void R_Shadow_ValidateCvars(void);
359 static void R_Shadow_MakeTextures(void);
361 #define EDLIGHTSPRSIZE 8
362 skinframe_t *r_editlights_sprcursor;
363 skinframe_t *r_editlights_sprlight;
364 skinframe_t *r_editlights_sprnoshadowlight;
365 skinframe_t *r_editlights_sprcubemaplight;
366 skinframe_t *r_editlights_sprcubemapnoshadowlight;
367 skinframe_t *r_editlights_sprselection;
369 void R_Shadow_SetShadowMode(void)
371 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
372 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
373 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
374 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
375 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
376 r_shadow_shadowmaplod = -1;
377 r_shadow_shadowmapsize = 0;
378 r_shadow_shadowmapsampler = false;
379 r_shadow_shadowmappcf = 0;
380 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
381 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
383 switch(vid.renderpath)
385 case RENDERPATH_GL20:
386 if(r_shadow_shadowmapfilterquality < 0)
388 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
389 r_shadow_shadowmappcf = 1;
390 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD"))
392 r_shadow_shadowmapsampler = vid.support.arb_shadow;
393 r_shadow_shadowmappcf = 1;
395 else if(strstr(gl_vendor, "ATI"))
396 r_shadow_shadowmappcf = 1;
398 r_shadow_shadowmapsampler = vid.support.arb_shadow;
402 switch (r_shadow_shadowmapfilterquality)
405 r_shadow_shadowmapsampler = vid.support.arb_shadow;
408 r_shadow_shadowmapsampler = vid.support.arb_shadow;
409 r_shadow_shadowmappcf = 1;
412 r_shadow_shadowmappcf = 1;
415 r_shadow_shadowmappcf = 2;
419 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
420 // Cg has very little choice in depth texture sampling
422 r_shadow_shadowmapsampler = false;
424 case RENDERPATH_CGGL:
425 case RENDERPATH_D3D9:
426 case RENDERPATH_D3D10:
427 case RENDERPATH_D3D11:
428 r_shadow_shadowmapsampler = false;
429 r_shadow_shadowmappcf = 1;
430 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
432 case RENDERPATH_GL13:
434 case RENDERPATH_GL11:
440 qboolean R_Shadow_ShadowMappingEnabled(void)
442 switch (r_shadow_shadowmode)
444 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
451 void R_Shadow_FreeShadowMaps(void)
453 R_Shadow_SetShadowMode();
455 R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
459 if (r_shadow_shadowmap2dtexture)
460 R_FreeTexture(r_shadow_shadowmap2dtexture);
461 r_shadow_shadowmap2dtexture = NULL;
463 if (r_shadow_shadowmap2dcolortexture)
464 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
465 r_shadow_shadowmap2dcolortexture = NULL;
467 if (r_shadow_shadowmapvsdcttexture)
468 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
469 r_shadow_shadowmapvsdcttexture = NULL;
472 void r_shadow_start(void)
474 // allocate vertex processing arrays
475 r_shadow_attenuationgradienttexture = NULL;
476 r_shadow_attenuation2dtexture = NULL;
477 r_shadow_attenuation3dtexture = NULL;
478 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
479 r_shadow_shadowmap2dtexture = NULL;
480 r_shadow_shadowmap2dcolortexture = NULL;
481 r_shadow_shadowmapvsdcttexture = NULL;
482 r_shadow_shadowmapmaxsize = 0;
483 r_shadow_shadowmapsize = 0;
484 r_shadow_shadowmaplod = 0;
485 r_shadow_shadowmapfilterquality = -1;
486 r_shadow_shadowmapdepthbits = 0;
487 r_shadow_shadowmapvsdct = false;
488 r_shadow_shadowmapsampler = false;
489 r_shadow_shadowmappcf = 0;
492 R_Shadow_FreeShadowMaps();
494 r_shadow_texturepool = NULL;
495 r_shadow_filters_texturepool = NULL;
496 R_Shadow_ValidateCvars();
497 R_Shadow_MakeTextures();
498 maxshadowtriangles = 0;
499 shadowelements = NULL;
500 maxshadowvertices = 0;
501 shadowvertex3f = NULL;
509 shadowmarklist = NULL;
514 shadowsideslist = NULL;
515 r_shadow_buffer_numleafpvsbytes = 0;
516 r_shadow_buffer_visitingleafpvs = NULL;
517 r_shadow_buffer_leafpvs = NULL;
518 r_shadow_buffer_leaflist = NULL;
519 r_shadow_buffer_numsurfacepvsbytes = 0;
520 r_shadow_buffer_surfacepvs = NULL;
521 r_shadow_buffer_surfacelist = NULL;
522 r_shadow_buffer_surfacesides = NULL;
523 r_shadow_buffer_numshadowtrispvsbytes = 0;
524 r_shadow_buffer_shadowtrispvs = NULL;
525 r_shadow_buffer_numlighttrispvsbytes = 0;
526 r_shadow_buffer_lighttrispvs = NULL;
528 r_shadow_usingdeferredprepass = false;
529 r_shadow_prepass_width = r_shadow_prepass_height = 0;
532 static void R_Shadow_FreeDeferred(void);
533 void r_shadow_shutdown(void)
536 R_Shadow_UncompileWorldLights();
538 R_Shadow_FreeShadowMaps();
540 r_shadow_usingdeferredprepass = false;
541 if (r_shadow_prepass_width)
542 R_Shadow_FreeDeferred();
543 r_shadow_prepass_width = r_shadow_prepass_height = 0;
546 r_shadow_attenuationgradienttexture = NULL;
547 r_shadow_attenuation2dtexture = NULL;
548 r_shadow_attenuation3dtexture = NULL;
549 R_FreeTexturePool(&r_shadow_texturepool);
550 R_FreeTexturePool(&r_shadow_filters_texturepool);
551 maxshadowtriangles = 0;
553 Mem_Free(shadowelements);
554 shadowelements = NULL;
556 Mem_Free(shadowvertex3f);
557 shadowvertex3f = NULL;
560 Mem_Free(vertexupdate);
563 Mem_Free(vertexremap);
569 Mem_Free(shadowmark);
572 Mem_Free(shadowmarklist);
573 shadowmarklist = NULL;
578 Mem_Free(shadowsides);
581 Mem_Free(shadowsideslist);
582 shadowsideslist = NULL;
583 r_shadow_buffer_numleafpvsbytes = 0;
584 if (r_shadow_buffer_visitingleafpvs)
585 Mem_Free(r_shadow_buffer_visitingleafpvs);
586 r_shadow_buffer_visitingleafpvs = NULL;
587 if (r_shadow_buffer_leafpvs)
588 Mem_Free(r_shadow_buffer_leafpvs);
589 r_shadow_buffer_leafpvs = NULL;
590 if (r_shadow_buffer_leaflist)
591 Mem_Free(r_shadow_buffer_leaflist);
592 r_shadow_buffer_leaflist = NULL;
593 r_shadow_buffer_numsurfacepvsbytes = 0;
594 if (r_shadow_buffer_surfacepvs)
595 Mem_Free(r_shadow_buffer_surfacepvs);
596 r_shadow_buffer_surfacepvs = NULL;
597 if (r_shadow_buffer_surfacelist)
598 Mem_Free(r_shadow_buffer_surfacelist);
599 r_shadow_buffer_surfacelist = NULL;
600 if (r_shadow_buffer_surfacesides)
601 Mem_Free(r_shadow_buffer_surfacesides);
602 r_shadow_buffer_surfacesides = NULL;
603 r_shadow_buffer_numshadowtrispvsbytes = 0;
604 if (r_shadow_buffer_shadowtrispvs)
605 Mem_Free(r_shadow_buffer_shadowtrispvs);
606 r_shadow_buffer_numlighttrispvsbytes = 0;
607 if (r_shadow_buffer_lighttrispvs)
608 Mem_Free(r_shadow_buffer_lighttrispvs);
611 void r_shadow_newmap(void)
613 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
614 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
615 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
616 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
617 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
618 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
619 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
620 if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
621 R_Shadow_EditLights_Reload_f();
624 void R_Shadow_Init(void)
626 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
627 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
628 Cvar_RegisterVariable(&r_shadow_usenormalmap);
629 Cvar_RegisterVariable(&r_shadow_debuglight);
630 Cvar_RegisterVariable(&r_shadow_deferred);
631 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
632 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
633 Cvar_RegisterVariable(&r_shadow_gloss);
634 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
635 Cvar_RegisterVariable(&r_shadow_glossintensity);
636 Cvar_RegisterVariable(&r_shadow_glossexponent);
637 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
638 Cvar_RegisterVariable(&r_shadow_glossexact);
639 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
640 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
641 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
642 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
643 Cvar_RegisterVariable(&r_shadow_projectdistance);
644 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
645 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
646 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
647 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
648 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
649 Cvar_RegisterVariable(&r_shadow_realtime_world);
650 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
651 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
652 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
653 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
654 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
655 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
656 Cvar_RegisterVariable(&r_shadow_scissor);
657 Cvar_RegisterVariable(&r_shadow_shadowmapping);
658 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
659 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
660 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
661 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
662 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
663 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
664 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
665 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
666 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
667 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
668 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
669 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
670 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
671 Cvar_RegisterVariable(&r_shadow_polygonfactor);
672 Cvar_RegisterVariable(&r_shadow_polygonoffset);
673 Cvar_RegisterVariable(&r_shadow_texture3d);
674 Cvar_RegisterVariable(&r_coronas);
675 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
676 Cvar_RegisterVariable(&r_coronas_occlusionquery);
677 Cvar_RegisterVariable(&gl_flashblend);
678 Cvar_RegisterVariable(&gl_ext_separatestencil);
679 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
680 if (gamemode == GAME_TENEBRAE)
682 Cvar_SetValue("r_shadow_gloss", 2);
683 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
685 R_Shadow_EditLights_Init();
686 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
687 maxshadowtriangles = 0;
688 shadowelements = NULL;
689 maxshadowvertices = 0;
690 shadowvertex3f = NULL;
698 shadowmarklist = NULL;
703 shadowsideslist = NULL;
704 r_shadow_buffer_numleafpvsbytes = 0;
705 r_shadow_buffer_visitingleafpvs = NULL;
706 r_shadow_buffer_leafpvs = NULL;
707 r_shadow_buffer_leaflist = NULL;
708 r_shadow_buffer_numsurfacepvsbytes = 0;
709 r_shadow_buffer_surfacepvs = NULL;
710 r_shadow_buffer_surfacelist = NULL;
711 r_shadow_buffer_surfacesides = NULL;
712 r_shadow_buffer_shadowtrispvs = NULL;
713 r_shadow_buffer_lighttrispvs = NULL;
714 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
717 matrix4x4_t matrix_attenuationxyz =
720 {0.5, 0.0, 0.0, 0.5},
721 {0.0, 0.5, 0.0, 0.5},
722 {0.0, 0.0, 0.5, 0.5},
727 matrix4x4_t matrix_attenuationz =
730 {0.0, 0.0, 0.5, 0.5},
731 {0.0, 0.0, 0.0, 0.5},
732 {0.0, 0.0, 0.0, 0.5},
737 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
739 numvertices = ((numvertices + 255) & ~255) * vertscale;
740 numtriangles = ((numtriangles + 255) & ~255) * triscale;
741 // make sure shadowelements is big enough for this volume
742 if (maxshadowtriangles < numtriangles)
744 maxshadowtriangles = numtriangles;
746 Mem_Free(shadowelements);
747 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
749 // make sure shadowvertex3f is big enough for this volume
750 if (maxshadowvertices < numvertices)
752 maxshadowvertices = numvertices;
754 Mem_Free(shadowvertex3f);
755 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
759 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
761 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
762 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
763 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
764 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
765 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
767 if (r_shadow_buffer_visitingleafpvs)
768 Mem_Free(r_shadow_buffer_visitingleafpvs);
769 if (r_shadow_buffer_leafpvs)
770 Mem_Free(r_shadow_buffer_leafpvs);
771 if (r_shadow_buffer_leaflist)
772 Mem_Free(r_shadow_buffer_leaflist);
773 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
774 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
775 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
776 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
778 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
780 if (r_shadow_buffer_surfacepvs)
781 Mem_Free(r_shadow_buffer_surfacepvs);
782 if (r_shadow_buffer_surfacelist)
783 Mem_Free(r_shadow_buffer_surfacelist);
784 if (r_shadow_buffer_surfacesides)
785 Mem_Free(r_shadow_buffer_surfacesides);
786 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
787 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
788 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
789 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
791 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
793 if (r_shadow_buffer_shadowtrispvs)
794 Mem_Free(r_shadow_buffer_shadowtrispvs);
795 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
796 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
798 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
800 if (r_shadow_buffer_lighttrispvs)
801 Mem_Free(r_shadow_buffer_lighttrispvs);
802 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
803 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
807 void R_Shadow_PrepareShadowMark(int numtris)
809 // make sure shadowmark is big enough for this volume
810 if (maxshadowmark < numtris)
812 maxshadowmark = numtris;
814 Mem_Free(shadowmark);
816 Mem_Free(shadowmarklist);
817 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
818 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
822 // if shadowmarkcount wrapped we clear the array and adjust accordingly
823 if (shadowmarkcount == 0)
826 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
831 void R_Shadow_PrepareShadowSides(int numtris)
833 if (maxshadowsides < numtris)
835 maxshadowsides = numtris;
837 Mem_Free(shadowsides);
839 Mem_Free(shadowsideslist);
840 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
841 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
846 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
849 int outtriangles = 0, outvertices = 0;
852 float ratio, direction[3], projectvector[3];
854 if (projectdirection)
855 VectorScale(projectdirection, projectdistance, projectvector);
857 VectorClear(projectvector);
859 // create the vertices
860 if (projectdirection)
862 for (i = 0;i < numshadowmarktris;i++)
864 element = inelement3i + shadowmarktris[i] * 3;
865 for (j = 0;j < 3;j++)
867 if (vertexupdate[element[j]] != vertexupdatenum)
869 vertexupdate[element[j]] = vertexupdatenum;
870 vertexremap[element[j]] = outvertices;
871 vertex = invertex3f + element[j] * 3;
872 // project one copy of the vertex according to projectvector
873 VectorCopy(vertex, outvertex3f);
874 VectorAdd(vertex, projectvector, (outvertex3f + 3));
883 for (i = 0;i < numshadowmarktris;i++)
885 element = inelement3i + shadowmarktris[i] * 3;
886 for (j = 0;j < 3;j++)
888 if (vertexupdate[element[j]] != vertexupdatenum)
890 vertexupdate[element[j]] = vertexupdatenum;
891 vertexremap[element[j]] = outvertices;
892 vertex = invertex3f + element[j] * 3;
893 // project one copy of the vertex to the sphere radius of the light
894 // (FIXME: would projecting it to the light box be better?)
895 VectorSubtract(vertex, projectorigin, direction);
896 ratio = projectdistance / VectorLength(direction);
897 VectorCopy(vertex, outvertex3f);
898 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
906 if (r_shadow_frontsidecasting.integer)
908 for (i = 0;i < numshadowmarktris;i++)
910 int remappedelement[3];
912 const int *neighbortriangle;
914 markindex = shadowmarktris[i] * 3;
915 element = inelement3i + markindex;
916 neighbortriangle = inneighbor3i + markindex;
917 // output the front and back triangles
918 outelement3i[0] = vertexremap[element[0]];
919 outelement3i[1] = vertexremap[element[1]];
920 outelement3i[2] = vertexremap[element[2]];
921 outelement3i[3] = vertexremap[element[2]] + 1;
922 outelement3i[4] = vertexremap[element[1]] + 1;
923 outelement3i[5] = vertexremap[element[0]] + 1;
927 // output the sides (facing outward from this triangle)
928 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
930 remappedelement[0] = vertexremap[element[0]];
931 remappedelement[1] = vertexremap[element[1]];
932 outelement3i[0] = remappedelement[1];
933 outelement3i[1] = remappedelement[0];
934 outelement3i[2] = remappedelement[0] + 1;
935 outelement3i[3] = remappedelement[1];
936 outelement3i[4] = remappedelement[0] + 1;
937 outelement3i[5] = remappedelement[1] + 1;
942 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
944 remappedelement[1] = vertexremap[element[1]];
945 remappedelement[2] = vertexremap[element[2]];
946 outelement3i[0] = remappedelement[2];
947 outelement3i[1] = remappedelement[1];
948 outelement3i[2] = remappedelement[1] + 1;
949 outelement3i[3] = remappedelement[2];
950 outelement3i[4] = remappedelement[1] + 1;
951 outelement3i[5] = remappedelement[2] + 1;
956 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
958 remappedelement[0] = vertexremap[element[0]];
959 remappedelement[2] = vertexremap[element[2]];
960 outelement3i[0] = remappedelement[0];
961 outelement3i[1] = remappedelement[2];
962 outelement3i[2] = remappedelement[2] + 1;
963 outelement3i[3] = remappedelement[0];
964 outelement3i[4] = remappedelement[2] + 1;
965 outelement3i[5] = remappedelement[0] + 1;
974 for (i = 0;i < numshadowmarktris;i++)
976 int remappedelement[3];
978 const int *neighbortriangle;
980 markindex = shadowmarktris[i] * 3;
981 element = inelement3i + markindex;
982 neighbortriangle = inneighbor3i + markindex;
983 // output the front and back triangles
984 outelement3i[0] = vertexremap[element[2]];
985 outelement3i[1] = vertexremap[element[1]];
986 outelement3i[2] = vertexremap[element[0]];
987 outelement3i[3] = vertexremap[element[0]] + 1;
988 outelement3i[4] = vertexremap[element[1]] + 1;
989 outelement3i[5] = vertexremap[element[2]] + 1;
993 // output the sides (facing outward from this triangle)
994 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
996 remappedelement[0] = vertexremap[element[0]];
997 remappedelement[1] = vertexremap[element[1]];
998 outelement3i[0] = remappedelement[0];
999 outelement3i[1] = remappedelement[1];
1000 outelement3i[2] = remappedelement[1] + 1;
1001 outelement3i[3] = remappedelement[0];
1002 outelement3i[4] = remappedelement[1] + 1;
1003 outelement3i[5] = remappedelement[0] + 1;
1008 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1010 remappedelement[1] = vertexremap[element[1]];
1011 remappedelement[2] = vertexremap[element[2]];
1012 outelement3i[0] = remappedelement[1];
1013 outelement3i[1] = remappedelement[2];
1014 outelement3i[2] = remappedelement[2] + 1;
1015 outelement3i[3] = remappedelement[1];
1016 outelement3i[4] = remappedelement[2] + 1;
1017 outelement3i[5] = remappedelement[1] + 1;
1022 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1024 remappedelement[0] = vertexremap[element[0]];
1025 remappedelement[2] = vertexremap[element[2]];
1026 outelement3i[0] = remappedelement[2];
1027 outelement3i[1] = remappedelement[0];
1028 outelement3i[2] = remappedelement[0] + 1;
1029 outelement3i[3] = remappedelement[2];
1030 outelement3i[4] = remappedelement[0] + 1;
1031 outelement3i[5] = remappedelement[2] + 1;
1039 *outnumvertices = outvertices;
1040 return outtriangles;
1043 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1046 int outtriangles = 0, outvertices = 0;
1048 const float *vertex;
1049 float ratio, direction[3], projectvector[3];
1052 if (projectdirection)
1053 VectorScale(projectdirection, projectdistance, projectvector);
1055 VectorClear(projectvector);
1057 for (i = 0;i < numshadowmarktris;i++)
1059 int remappedelement[3];
1061 const int *neighbortriangle;
1063 markindex = shadowmarktris[i] * 3;
1064 neighbortriangle = inneighbor3i + markindex;
1065 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1066 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1067 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1068 if (side[0] + side[1] + side[2] == 0)
1072 element = inelement3i + markindex;
1074 // create the vertices
1075 for (j = 0;j < 3;j++)
1077 if (side[j] + side[j+1] == 0)
1080 if (vertexupdate[k] != vertexupdatenum)
1082 vertexupdate[k] = vertexupdatenum;
1083 vertexremap[k] = outvertices;
1084 vertex = invertex3f + k * 3;
1085 VectorCopy(vertex, outvertex3f);
1086 if (projectdirection)
1088 // project one copy of the vertex according to projectvector
1089 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1093 // project one copy of the vertex to the sphere radius of the light
1094 // (FIXME: would projecting it to the light box be better?)
1095 VectorSubtract(vertex, projectorigin, direction);
1096 ratio = projectdistance / VectorLength(direction);
1097 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1104 // output the sides (facing outward from this triangle)
1107 remappedelement[0] = vertexremap[element[0]];
1108 remappedelement[1] = vertexremap[element[1]];
1109 outelement3i[0] = remappedelement[1];
1110 outelement3i[1] = remappedelement[0];
1111 outelement3i[2] = remappedelement[0] + 1;
1112 outelement3i[3] = remappedelement[1];
1113 outelement3i[4] = remappedelement[0] + 1;
1114 outelement3i[5] = remappedelement[1] + 1;
1121 remappedelement[1] = vertexremap[element[1]];
1122 remappedelement[2] = vertexremap[element[2]];
1123 outelement3i[0] = remappedelement[2];
1124 outelement3i[1] = remappedelement[1];
1125 outelement3i[2] = remappedelement[1] + 1;
1126 outelement3i[3] = remappedelement[2];
1127 outelement3i[4] = remappedelement[1] + 1;
1128 outelement3i[5] = remappedelement[2] + 1;
1135 remappedelement[0] = vertexremap[element[0]];
1136 remappedelement[2] = vertexremap[element[2]];
1137 outelement3i[0] = remappedelement[0];
1138 outelement3i[1] = remappedelement[2];
1139 outelement3i[2] = remappedelement[2] + 1;
1140 outelement3i[3] = remappedelement[0];
1141 outelement3i[4] = remappedelement[2] + 1;
1142 outelement3i[5] = remappedelement[0] + 1;
1149 *outnumvertices = outvertices;
1150 return outtriangles;
1153 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1159 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1161 tend = firsttriangle + numtris;
1162 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1164 // surface box entirely inside light box, no box cull
1165 if (projectdirection)
1167 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1169 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1170 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1171 shadowmarklist[numshadowmark++] = t;
1176 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1177 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1178 shadowmarklist[numshadowmark++] = t;
1183 // surface box not entirely inside light box, cull each triangle
1184 if (projectdirection)
1186 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1188 v[0] = invertex3f + e[0] * 3;
1189 v[1] = invertex3f + e[1] * 3;
1190 v[2] = invertex3f + e[2] * 3;
1191 TriangleNormal(v[0], v[1], v[2], normal);
1192 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1193 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1194 shadowmarklist[numshadowmark++] = t;
1199 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1201 v[0] = invertex3f + e[0] * 3;
1202 v[1] = invertex3f + e[1] * 3;
1203 v[2] = invertex3f + e[2] * 3;
1204 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1205 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1206 shadowmarklist[numshadowmark++] = t;
1212 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1217 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1219 // check if the shadow volume intersects the near plane
1221 // a ray between the eye and light origin may intersect the caster,
1222 // indicating that the shadow may touch the eye location, however we must
1223 // test the near plane (a polygon), not merely the eye location, so it is
1224 // easiest to enlarge the caster bounding shape slightly for this.
1230 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1232 int i, tris, outverts;
1233 if (projectdistance < 0.1)
1235 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1238 if (!numverts || !nummarktris)
1240 // make sure shadowelements is big enough for this volume
1241 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1242 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1244 if (maxvertexupdate < numverts)
1246 maxvertexupdate = numverts;
1248 Mem_Free(vertexupdate);
1250 Mem_Free(vertexremap);
1251 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1252 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1253 vertexupdatenum = 0;
1256 if (vertexupdatenum == 0)
1258 vertexupdatenum = 1;
1259 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1260 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1263 for (i = 0;i < nummarktris;i++)
1264 shadowmark[marktris[i]] = shadowmarkcount;
1266 if (r_shadow_compilingrtlight)
1268 // if we're compiling an rtlight, capture the mesh
1269 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1270 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1271 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1272 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1274 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1276 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1277 R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
1278 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1282 // decide which type of shadow to generate and set stencil mode
1283 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1284 // generate the sides or a solid volume, depending on type
1285 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1286 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1288 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1289 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1290 r_refdef.stats.lights_shadowtriangles += tris;
1291 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1293 // increment stencil if frontface is infront of depthbuffer
1294 GL_CullFace(r_refdef.view.cullface_front);
1295 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1296 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1297 // decrement stencil if backface is infront of depthbuffer
1298 GL_CullFace(r_refdef.view.cullface_back);
1299 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1301 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1303 // decrement stencil if backface is behind depthbuffer
1304 GL_CullFace(r_refdef.view.cullface_front);
1305 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1306 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1307 // increment stencil if frontface is behind depthbuffer
1308 GL_CullFace(r_refdef.view.cullface_back);
1309 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1311 R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
1312 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1316 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1318 // p1, p2, p3 are in the cubemap's local coordinate system
1319 // bias = border/(size - border)
1322 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1323 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1324 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1325 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1327 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1328 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1329 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1330 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1332 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1333 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1334 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1336 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1337 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1338 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1339 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1341 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1342 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1343 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1344 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1346 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1347 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1348 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1350 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1351 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1352 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1353 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1355 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1356 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1357 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1358 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1360 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1361 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1362 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1367 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1369 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1370 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1373 VectorSubtract(maxs, mins, radius);
1374 VectorScale(radius, 0.5f, radius);
1375 VectorAdd(mins, radius, center);
1376 Matrix4x4_Transform(worldtolight, center, lightcenter);
1377 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1378 VectorSubtract(lightcenter, lightradius, pmin);
1379 VectorAdd(lightcenter, lightradius, pmax);
1381 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1382 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1383 if(ap1 > bias*an1 && ap2 > bias*an2)
1385 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1386 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1387 if(an1 > bias*ap1 && an2 > bias*ap2)
1389 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1390 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1392 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1393 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1394 if(ap1 > bias*an1 && ap2 > bias*an2)
1396 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1397 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1398 if(an1 > bias*ap1 && an2 > bias*ap2)
1400 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1401 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1403 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1404 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1405 if(ap1 > bias*an1 && ap2 > bias*an2)
1407 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1408 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1409 if(an1 > bias*ap1 && an2 > bias*ap2)
1411 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1412 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1417 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1419 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1421 // p is in the cubemap's local coordinate system
1422 // bias = border/(size - border)
1423 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1424 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1425 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1427 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1428 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1429 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1430 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1431 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1432 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1436 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1440 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1441 float scale = (size - 2*border)/size, len;
1442 float bias = border / (float)(size - border), dp, dn, ap, an;
1443 // check if cone enclosing side would cross frustum plane
1444 scale = 2 / (scale*scale + 2);
1445 for (i = 0;i < 5;i++)
1447 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1449 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1450 len = scale*VectorLength2(n);
1451 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1452 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1453 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1455 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1457 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1458 len = scale*VectorLength(n);
1459 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1460 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1461 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1463 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1464 // check if frustum corners/origin cross plane sides
1466 // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1467 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1468 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1469 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1470 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1471 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1472 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1473 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1474 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1475 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1476 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1477 for (i = 0;i < 4;i++)
1479 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1480 VectorSubtract(n, p, n);
1481 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1482 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1483 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1484 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1485 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1486 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1487 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1488 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1489 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1492 // finite version, assumes corners are a finite distance from origin dependent on far plane
1493 for (i = 0;i < 5;i++)
1495 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1496 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1497 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1498 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1499 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1500 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1501 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1502 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1503 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1504 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1507 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1510 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1518 int mask, surfacemask = 0;
1519 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1521 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1522 tend = firsttriangle + numtris;
1523 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1525 // surface box entirely inside light box, no box cull
1526 if (projectdirection)
1528 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1530 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1531 TriangleNormal(v[0], v[1], v[2], normal);
1532 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1534 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1535 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1536 surfacemask |= mask;
1539 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1540 shadowsides[numshadowsides] = mask;
1541 shadowsideslist[numshadowsides++] = t;
1548 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1550 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1551 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1553 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1554 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1555 surfacemask |= mask;
1558 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1559 shadowsides[numshadowsides] = mask;
1560 shadowsideslist[numshadowsides++] = t;
1568 // surface box not entirely inside light box, cull each triangle
1569 if (projectdirection)
1571 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1573 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1574 TriangleNormal(v[0], v[1], v[2], normal);
1575 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1576 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1578 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1579 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1580 surfacemask |= mask;
1583 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1584 shadowsides[numshadowsides] = mask;
1585 shadowsideslist[numshadowsides++] = t;
1592 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1594 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1595 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1596 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1598 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1599 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1600 surfacemask |= mask;
1603 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1604 shadowsides[numshadowsides] = mask;
1605 shadowsideslist[numshadowsides++] = t;
1614 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1616 int i, j, outtriangles = 0;
1617 int *outelement3i[6];
1618 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1620 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1621 // make sure shadowelements is big enough for this mesh
1622 if (maxshadowtriangles < outtriangles)
1623 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1625 // compute the offset and size of the separate index lists for each cubemap side
1627 for (i = 0;i < 6;i++)
1629 outelement3i[i] = shadowelements + outtriangles * 3;
1630 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1631 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1632 outtriangles += sidetotals[i];
1635 // gather up the (sparse) triangles into separate index lists for each cubemap side
1636 for (i = 0;i < numsidetris;i++)
1638 const int *element = elements + sidetris[i] * 3;
1639 for (j = 0;j < 6;j++)
1641 if (sides[i] & (1 << j))
1643 outelement3i[j][0] = element[0];
1644 outelement3i[j][1] = element[1];
1645 outelement3i[j][2] = element[2];
1646 outelement3i[j] += 3;
1651 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1654 static void R_Shadow_MakeTextures_MakeCorona(void)
1658 unsigned char pixels[32][32][4];
1659 for (y = 0;y < 32;y++)
1661 dy = (y - 15.5f) * (1.0f / 16.0f);
1662 for (x = 0;x < 32;x++)
1664 dx = (x - 15.5f) * (1.0f / 16.0f);
1665 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1666 a = bound(0, a, 255);
1667 pixels[y][x][0] = a;
1668 pixels[y][x][1] = a;
1669 pixels[y][x][2] = a;
1670 pixels[y][x][3] = 255;
1673 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1676 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1678 float dist = sqrt(x*x+y*y+z*z);
1679 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1680 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1681 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1684 static void R_Shadow_MakeTextures(void)
1687 float intensity, dist;
1689 R_Shadow_FreeShadowMaps();
1690 R_FreeTexturePool(&r_shadow_texturepool);
1691 r_shadow_texturepool = R_AllocTexturePool();
1692 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1693 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1694 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1695 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1696 for (x = 0;x <= ATTENTABLESIZE;x++)
1698 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1699 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1700 r_shadow_attentable[x] = bound(0, intensity, 1);
1702 // 1D gradient texture
1703 for (x = 0;x < ATTEN1DSIZE;x++)
1704 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1705 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1706 // 2D circle texture
1707 for (y = 0;y < ATTEN2DSIZE;y++)
1708 for (x = 0;x < ATTEN2DSIZE;x++)
1709 data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1710 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1711 // 3D sphere texture
1712 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1714 for (z = 0;z < ATTEN3DSIZE;z++)
1715 for (y = 0;y < ATTEN3DSIZE;y++)
1716 for (x = 0;x < ATTEN3DSIZE;x++)
1717 data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1718 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1721 r_shadow_attenuation3dtexture = NULL;
1724 R_Shadow_MakeTextures_MakeCorona();
1726 // Editor light sprites
1727 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1744 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1745 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1762 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1763 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1780 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1781 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1798 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1799 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1816 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1817 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1834 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1837 void R_Shadow_ValidateCvars(void)
1839 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1840 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1841 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1842 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1843 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1844 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1847 //static const r_vertexposition_t resetvertexposition[3] = {{0, 0, 0}};
1849 void R_Shadow_RenderMode_Begin(void)
1855 R_Shadow_ValidateCvars();
1857 if (!r_shadow_attenuation2dtexture
1858 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1859 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1860 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1861 R_Shadow_MakeTextures();
1864 R_Mesh_ResetTextureState();
1865 // R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
1866 GL_BlendFunc(GL_ONE, GL_ZERO);
1867 GL_DepthRange(0, 1);
1868 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1870 GL_DepthMask(false);
1871 GL_Color(0, 0, 0, 1);
1872 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1874 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1876 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1878 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1879 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1881 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1883 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1884 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1888 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1889 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1892 switch(vid.renderpath)
1894 case RENDERPATH_GL20:
1895 case RENDERPATH_CGGL:
1896 case RENDERPATH_D3D9:
1897 case RENDERPATH_D3D10:
1898 case RENDERPATH_D3D11:
1899 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1901 case RENDERPATH_GL13:
1902 case RENDERPATH_GL11:
1903 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1904 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1905 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1906 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1907 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1908 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1910 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1916 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1917 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1918 r_shadow_drawbuffer = drawbuffer;
1919 r_shadow_readbuffer = readbuffer;
1921 r_shadow_cullface_front = r_refdef.view.cullface_front;
1922 r_shadow_cullface_back = r_refdef.view.cullface_back;
1925 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1927 rsurface.rtlight = rtlight;
1930 void R_Shadow_RenderMode_Reset(void)
1932 R_Mesh_ResetRenderTargets();
1933 R_SetViewport(&r_refdef.view.viewport);
1934 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1935 R_Mesh_ResetTextureState();
1936 // R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
1937 GL_DepthRange(0, 1);
1939 GL_DepthMask(false);
1940 GL_DepthFunc(GL_LEQUAL);
1941 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1942 r_refdef.view.cullface_front = r_shadow_cullface_front;
1943 r_refdef.view.cullface_back = r_shadow_cullface_back;
1944 GL_CullFace(r_refdef.view.cullface_back);
1945 GL_Color(1, 1, 1, 1);
1946 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1947 GL_BlendFunc(GL_ONE, GL_ZERO);
1948 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
1949 r_shadow_usingshadowmap2d = false;
1950 r_shadow_usingshadowmaportho = false;
1951 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
1954 void R_Shadow_ClearStencil(void)
1956 GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
1957 r_refdef.stats.lights_clears++;
1960 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
1962 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
1963 if (r_shadow_rendermode == mode)
1965 R_Shadow_RenderMode_Reset();
1966 GL_DepthFunc(GL_LESS);
1967 GL_ColorMask(0, 0, 0, 0);
1968 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1969 GL_CullFace(GL_NONE);
1970 R_SetupShader_DepthOrShadow();
1971 r_shadow_rendermode = mode;
1976 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
1977 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
1978 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
1980 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
1981 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
1982 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
1987 static void R_Shadow_MakeVSDCT(void)
1989 // maps to a 2x3 texture rectangle with normalized coordinates
1994 // stores abs(dir.xy), offset.xy/2.5
1995 unsigned char data[4*6] =
1997 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
1998 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
1999 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2000 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2001 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2002 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2004 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2007 static void R_Shadow_MakeShadowMap(int side, int size)
2009 switch (r_shadow_shadowmode)
2011 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2012 if (r_shadow_shadowmap2dtexture) return;
2013 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2014 r_shadow_shadowmap2dcolortexture = NULL;
2015 switch(vid.renderpath)
2018 case RENDERPATH_D3D9:
2019 r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2020 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2024 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2032 // render depth into the fbo, do not render color at all
2033 // validate the fbo now
2037 qglDrawBuffer(GL_NONE);CHECKGLERROR
2038 qglReadBuffer(GL_NONE);CHECKGLERROR
2039 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2040 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2042 Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2043 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2044 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2049 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2051 float nearclip, farclip, bias;
2052 r_viewport_t viewport;
2055 float clearcolor[4];
2056 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2058 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2059 r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2060 r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2061 r_shadow_shadowmapside = side;
2062 r_shadow_shadowmapsize = size;
2064 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2065 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2066 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2067 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2069 // complex unrolled cube approach (more flexible)
2070 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2071 R_Shadow_MakeVSDCT();
2072 if (!r_shadow_shadowmap2dtexture)
2073 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2074 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2075 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2076 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2077 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2079 R_Mesh_ResetTextureState();
2080 R_Mesh_ResetRenderTargets();
2081 R_Shadow_RenderMode_Reset();
2084 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2085 R_SetupShader_DepthOrShadow();
2088 R_SetupShader_ShowDepth();
2089 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2094 R_SetViewport(&viewport);
2095 flipped = (side & 1) ^ (side >> 2);
2096 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2097 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2098 switch(vid.renderpath)
2100 case RENDERPATH_GL11:
2101 case RENDERPATH_GL13:
2102 case RENDERPATH_GL20:
2103 case RENDERPATH_CGGL:
2104 GL_CullFace(r_refdef.view.cullface_back);
2105 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2106 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2108 // get tightest scissor rectangle that encloses all viewports in the clear mask
2109 int x1 = clear & 0x15 ? 0 : size;
2110 int x2 = clear & 0x2A ? 2 * size : size;
2111 int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2112 int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2113 GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2114 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2116 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2118 case RENDERPATH_D3D9:
2119 Vector4Set(clearcolor, 1,1,1,1);
2120 // completely different meaning than in OpenGL path
2121 r_shadow_shadowmap_parameters[1] = 0;
2122 r_shadow_shadowmap_parameters[3] = -bias;
2123 // we invert the cull mode because we flip the projection matrix
2124 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2125 GL_CullFace(r_refdef.view.cullface_front);
2126 // D3D considers it an error to use a scissor larger than the viewport... clear just this view
2127 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2128 if (r_shadow_shadowmapsampler)
2130 GL_ColorMask(0,0,0,0);
2132 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2136 GL_ColorMask(1,1,1,1);
2138 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2141 case RENDERPATH_D3D10:
2142 case RENDERPATH_D3D11:
2143 // D3D considers it an error to use a scissor larger than the viewport... clear just this view
2144 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2145 GL_ColorMask(0,0,0,0);
2147 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2152 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2154 R_Mesh_ResetTextureState();
2155 R_Mesh_ResetRenderTargets();
2158 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2159 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2160 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2161 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2163 R_Shadow_RenderMode_Reset();
2164 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2166 GL_DepthFunc(GL_EQUAL);
2167 // do global setup needed for the chosen lighting mode
2168 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2169 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2170 r_shadow_usingshadowmap2d = shadowmapping;
2171 r_shadow_rendermode = r_shadow_lightingrendermode;
2172 // only draw light where this geometry was already rendered AND the
2173 // stencil is 128 (values other than this mean shadow)
2175 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2177 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2180 static const unsigned short bboxelements[36] =
2190 static const float bboxpoints[8][3] =
2202 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2205 float vertex3f[8*3];
2206 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2207 // do global setup needed for the chosen lighting mode
2208 R_Shadow_RenderMode_Reset();
2209 r_shadow_rendermode = r_shadow_lightingrendermode;
2210 R_EntityMatrix(&identitymatrix);
2211 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2212 // only draw light where this geometry was already rendered AND the
2213 // stencil is 128 (values other than this mean shadow)
2214 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2215 R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2217 r_shadow_usingshadowmap2d = shadowmapping;
2219 // render the lighting
2220 R_SetupShader_DeferredLight(rsurface.rtlight);
2221 for (i = 0;i < 8;i++)
2222 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2223 GL_ColorMask(1,1,1,1);
2224 GL_DepthMask(false);
2225 GL_DepthRange(0, 1);
2226 GL_PolygonOffset(0, 0);
2228 GL_DepthFunc(GL_GREATER);
2229 GL_CullFace(r_refdef.view.cullface_back);
2230 R_Mesh_PrepareVertices_Position_Arrays(8, vertex3f);
2231 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2234 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2236 R_Shadow_RenderMode_Reset();
2237 GL_BlendFunc(GL_ONE, GL_ONE);
2238 GL_DepthRange(0, 1);
2239 GL_DepthTest(r_showshadowvolumes.integer < 2);
2240 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2241 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2242 GL_CullFace(GL_NONE);
2243 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2246 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2248 R_Shadow_RenderMode_Reset();
2249 GL_BlendFunc(GL_ONE, GL_ONE);
2250 GL_DepthRange(0, 1);
2251 GL_DepthTest(r_showlighting.integer < 2);
2252 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2254 GL_DepthFunc(GL_EQUAL);
2255 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2256 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2259 void R_Shadow_RenderMode_End(void)
2261 R_Shadow_RenderMode_Reset();
2262 R_Shadow_RenderMode_ActiveLight(NULL);
2264 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2265 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2268 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2270 if (!r_shadow_scissor.integer)
2272 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2273 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2274 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2275 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2279 if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2281 if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2282 || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2283 || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2284 || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2285 r_refdef.stats.lights_scissored++;
2289 return true; // invisible
2292 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2295 const float *vertex3f;
2296 const float *normal3f;
2298 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2299 switch (r_shadow_rendermode)
2301 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2302 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2303 if (VectorLength2(diffusecolor) > 0)
2305 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
2307 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2308 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2309 if ((dot = DotProduct(n, v)) < 0)
2311 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2312 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2315 VectorCopy(ambientcolor, color4f);
2316 if (r_refdef.fogenabled)
2319 f = RSurf_FogVertex(vertex3f);
2320 VectorScale(color4f, f, color4f);
2327 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2329 VectorCopy(ambientcolor, color4f);
2330 if (r_refdef.fogenabled)
2333 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2334 f = RSurf_FogVertex(vertex3f);
2335 VectorScale(color4f + 4*i, f, color4f);
2341 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2342 if (VectorLength2(diffusecolor) > 0)
2344 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
2346 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2347 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2349 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2350 if ((dot = DotProduct(n, v)) < 0)
2352 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2353 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2354 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2355 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2359 color4f[0] = ambientcolor[0] * distintensity;
2360 color4f[1] = ambientcolor[1] * distintensity;
2361 color4f[2] = ambientcolor[2] * distintensity;
2363 if (r_refdef.fogenabled)
2366 f = RSurf_FogVertex(vertex3f);
2367 VectorScale(color4f, f, color4f);
2371 VectorClear(color4f);
2377 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2379 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2380 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2382 color4f[0] = ambientcolor[0] * distintensity;
2383 color4f[1] = ambientcolor[1] * distintensity;
2384 color4f[2] = ambientcolor[2] * distintensity;
2385 if (r_refdef.fogenabled)
2388 f = RSurf_FogVertex(vertex3f);
2389 VectorScale(color4f, f, color4f);
2393 VectorClear(color4f);
2398 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2399 if (VectorLength2(diffusecolor) > 0)
2401 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
2403 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2404 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2406 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2407 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2408 if ((dot = DotProduct(n, v)) < 0)
2410 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2411 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2412 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2413 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2417 color4f[0] = ambientcolor[0] * distintensity;
2418 color4f[1] = ambientcolor[1] * distintensity;
2419 color4f[2] = ambientcolor[2] * distintensity;
2421 if (r_refdef.fogenabled)
2424 f = RSurf_FogVertex(vertex3f);
2425 VectorScale(color4f, f, color4f);
2429 VectorClear(color4f);
2435 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2437 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2438 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2440 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2441 color4f[0] = ambientcolor[0] * distintensity;
2442 color4f[1] = ambientcolor[1] * distintensity;
2443 color4f[2] = ambientcolor[2] * distintensity;
2444 if (r_refdef.fogenabled)
2447 f = RSurf_FogVertex(vertex3f);
2448 VectorScale(color4f, f, color4f);
2452 VectorClear(color4f);
2462 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
2464 // used to display how many times a surface is lit for level design purposes
2465 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
2466 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
2470 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
2472 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2473 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
2474 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2475 GL_DepthFunc(GL_EQUAL);
2477 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2478 GL_DepthFunc(GL_LEQUAL);
2481 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2488 int newnumtriangles;
2492 int maxtriangles = 4096;
2493 static int newelements[4096*3];
2494 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
2495 for (renders = 0;renders < 4;renders++)
2500 newnumtriangles = 0;
2502 // due to low fillrate on the cards this vertex lighting path is
2503 // designed for, we manually cull all triangles that do not
2504 // contain a lit vertex
2505 // this builds batches of triangles from multiple surfaces and
2506 // renders them at once
2507 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2509 if (VectorLength2(rsurface.array_passcolor4f + e[0] * 4) + VectorLength2(rsurface.array_passcolor4f + e[1] * 4) + VectorLength2(rsurface.array_passcolor4f + e[2] * 4) >= 0.01)
2511 if (newnumtriangles)
2513 newfirstvertex = min(newfirstvertex, e[0]);
2514 newlastvertex = max(newlastvertex, e[0]);
2518 newfirstvertex = e[0];
2519 newlastvertex = e[0];
2521 newfirstvertex = min(newfirstvertex, e[1]);
2522 newlastvertex = max(newlastvertex, e[1]);
2523 newfirstvertex = min(newfirstvertex, e[2]);
2524 newlastvertex = max(newlastvertex, e[2]);
2530 if (newnumtriangles >= maxtriangles)
2532 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
2533 newnumtriangles = 0;
2539 if (newnumtriangles >= 1)
2541 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
2544 // if we couldn't find any lit triangles, exit early
2547 // now reduce the intensity for the next overbright pass
2548 // we have to clamp to 0 here incase the drivers have improper
2549 // handling of negative colors
2550 // (some old drivers even have improper handling of >1 color)
2552 for (i = 0, c = rsurface.array_passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2554 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2556 c[0] = max(0, c[0] - 1);
2557 c[1] = max(0, c[1] - 1);
2558 c[2] = max(0, c[2] - 1);
2570 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
2572 // OpenGL 1.1 path (anything)
2573 float ambientcolorbase[3], diffusecolorbase[3];
2574 float ambientcolorpants[3], diffusecolorpants[3];
2575 float ambientcolorshirt[3], diffusecolorshirt[3];
2576 const float *surfacecolor = rsurface.texture->dlightcolor;
2577 const float *surfacepants = rsurface.colormap_pantscolor;
2578 const float *surfaceshirt = rsurface.colormap_shirtcolor;
2579 rtexture_t *basetexture = rsurface.texture->basetexture;
2580 rtexture_t *pantstexture = rsurface.texture->pantstexture;
2581 rtexture_t *shirttexture = rsurface.texture->shirttexture;
2582 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2583 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2584 ambientscale *= 2 * r_refdef.view.colorscale;
2585 diffusescale *= 2 * r_refdef.view.colorscale;
2586 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2587 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2588 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2589 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2590 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2591 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2592 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD, texturenumsurfaces, texturesurfacelist);
2593 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2594 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
2595 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2596 R_Mesh_TexBind(0, basetexture);
2597 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2598 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2599 switch(r_shadow_rendermode)
2601 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2602 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
2603 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2604 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2605 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2607 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2608 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
2609 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2610 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2611 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2613 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2614 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
2615 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2616 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2617 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2619 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2624 //R_Mesh_TexBind(0, basetexture);
2625 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
2628 R_Mesh_TexBind(0, pantstexture);
2629 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
2633 R_Mesh_TexBind(0, shirttexture);
2634 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
2638 extern cvar_t gl_lightmaps;
2639 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
2641 float ambientscale, diffusescale, specularscale;
2643 float lightcolor[3];
2644 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2645 ambientscale = rsurface.rtlight->ambientscale;
2646 diffusescale = rsurface.rtlight->diffusescale;
2647 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2648 if (!r_shadow_usenormalmap.integer)
2650 ambientscale += 1.0f * diffusescale;
2654 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2656 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2659 VectorNegate(lightcolor, lightcolor);
2660 switch(vid.renderpath)
2662 case RENDERPATH_GL11:
2663 case RENDERPATH_GL13:
2664 case RENDERPATH_GL20:
2665 case RENDERPATH_CGGL:
2666 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2668 case RENDERPATH_D3D9:
2670 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
2673 case RENDERPATH_D3D10:
2674 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2676 case RENDERPATH_D3D11:
2677 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2681 RSurf_SetupDepthAndCulling();
2682 switch (r_shadow_rendermode)
2684 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2685 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2686 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
2688 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2689 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
2691 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2692 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2693 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2694 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2695 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
2698 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2703 switch(vid.renderpath)
2705 case RENDERPATH_GL11:
2706 case RENDERPATH_GL13:
2707 case RENDERPATH_GL20:
2708 case RENDERPATH_CGGL:
2709 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2711 case RENDERPATH_D3D9:
2713 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
2716 case RENDERPATH_D3D10:
2717 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2719 case RENDERPATH_D3D11:
2720 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2726 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)
2728 matrix4x4_t tempmatrix = *matrix;
2729 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2731 // if this light has been compiled before, free the associated data
2732 R_RTLight_Uncompile(rtlight);
2734 // clear it completely to avoid any lingering data
2735 memset(rtlight, 0, sizeof(*rtlight));
2737 // copy the properties
2738 rtlight->matrix_lighttoworld = tempmatrix;
2739 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2740 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2741 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2742 VectorCopy(color, rtlight->color);
2743 rtlight->cubemapname[0] = 0;
2744 if (cubemapname && cubemapname[0])
2745 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2746 rtlight->shadow = shadow;
2747 rtlight->corona = corona;
2748 rtlight->style = style;
2749 rtlight->isstatic = isstatic;
2750 rtlight->coronasizescale = coronasizescale;
2751 rtlight->ambientscale = ambientscale;
2752 rtlight->diffusescale = diffusescale;
2753 rtlight->specularscale = specularscale;
2754 rtlight->flags = flags;
2756 // compute derived data
2757 //rtlight->cullradius = rtlight->radius;
2758 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2759 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2760 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2761 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2762 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2763 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2764 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2767 // compiles rtlight geometry
2768 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2769 void R_RTLight_Compile(rtlight_t *rtlight)
2772 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
2773 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
2774 entity_render_t *ent = r_refdef.scene.worldentity;
2775 dp_model_t *model = r_refdef.scene.worldmodel;
2776 unsigned char *data;
2779 // compile the light
2780 rtlight->compiled = true;
2781 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
2782 rtlight->static_numleafs = 0;
2783 rtlight->static_numleafpvsbytes = 0;
2784 rtlight->static_leaflist = NULL;
2785 rtlight->static_leafpvs = NULL;
2786 rtlight->static_numsurfaces = 0;
2787 rtlight->static_surfacelist = NULL;
2788 rtlight->static_shadowmap_receivers = 0x3F;
2789 rtlight->static_shadowmap_casters = 0x3F;
2790 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2791 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2792 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2793 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2794 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2795 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2797 if (model && model->GetLightInfo)
2799 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
2800 r_shadow_compilingrtlight = rtlight;
2801 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);
2802 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2803 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
2804 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
2805 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
2806 rtlight->static_numsurfaces = numsurfaces;
2807 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2808 rtlight->static_numleafs = numleafs;
2809 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2810 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2811 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2812 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
2813 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
2814 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
2815 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
2816 if (rtlight->static_numsurfaces)
2817 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2818 if (rtlight->static_numleafs)
2819 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2820 if (rtlight->static_numleafpvsbytes)
2821 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2822 if (rtlight->static_numshadowtrispvsbytes)
2823 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
2824 if (rtlight->static_numlighttrispvsbytes)
2825 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
2826 switch (rtlight->shadowmode)
2828 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2829 if (model->CompileShadowMap && rtlight->shadow)
2830 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2833 if (model->CompileShadowVolume && rtlight->shadow)
2834 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2837 // now we're done compiling the rtlight
2838 r_shadow_compilingrtlight = NULL;
2842 // use smallest available cullradius - box radius or light radius
2843 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2844 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2846 shadowzpasstris = 0;
2847 if (rtlight->static_meshchain_shadow_zpass)
2848 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
2849 shadowzpasstris += mesh->numtriangles;
2851 shadowzfailtris = 0;
2852 if (rtlight->static_meshchain_shadow_zfail)
2853 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
2854 shadowzfailtris += mesh->numtriangles;
2857 if (rtlight->static_numlighttrispvsbytes)
2858 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
2859 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
2863 if (rtlight->static_numlighttrispvsbytes)
2864 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
2865 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
2868 if (developer_extra.integer)
2869 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
2872 void R_RTLight_Uncompile(rtlight_t *rtlight)
2874 if (rtlight->compiled)
2876 if (rtlight->static_meshchain_shadow_zpass)
2877 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
2878 rtlight->static_meshchain_shadow_zpass = NULL;
2879 if (rtlight->static_meshchain_shadow_zfail)
2880 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
2881 rtlight->static_meshchain_shadow_zfail = NULL;
2882 if (rtlight->static_meshchain_shadow_shadowmap)
2883 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
2884 rtlight->static_meshchain_shadow_shadowmap = NULL;
2885 // these allocations are grouped
2886 if (rtlight->static_surfacelist)
2887 Mem_Free(rtlight->static_surfacelist);
2888 rtlight->static_numleafs = 0;
2889 rtlight->static_numleafpvsbytes = 0;
2890 rtlight->static_leaflist = NULL;
2891 rtlight->static_leafpvs = NULL;
2892 rtlight->static_numsurfaces = 0;
2893 rtlight->static_surfacelist = NULL;
2894 rtlight->static_numshadowtrispvsbytes = 0;
2895 rtlight->static_shadowtrispvs = NULL;
2896 rtlight->static_numlighttrispvsbytes = 0;
2897 rtlight->static_lighttrispvs = NULL;
2898 rtlight->compiled = false;
2902 void R_Shadow_UncompileWorldLights(void)
2906 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2907 for (lightindex = 0;lightindex < range;lightindex++)
2909 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2912 R_RTLight_Uncompile(&light->rtlight);
2916 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
2920 // reset the count of frustum planes
2921 // see rtlight->cached_frustumplanes definition for how much this array
2923 rtlight->cached_numfrustumplanes = 0;
2925 // haven't implemented a culling path for ortho rendering
2926 if (!r_refdef.view.useperspective)
2928 // check if the light is on screen and copy the 4 planes if it is
2929 for (i = 0;i < 4;i++)
2930 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
2933 for (i = 0;i < 4;i++)
2934 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
2939 // generate a deformed frustum that includes the light origin, this is
2940 // used to cull shadow casting surfaces that can not possibly cast a
2941 // shadow onto the visible light-receiving surfaces, which can be a
2944 // if the light origin is onscreen the result will be 4 planes exactly
2945 // if the light origin is offscreen on only one axis the result will
2946 // be exactly 5 planes (split-side case)
2947 // if the light origin is offscreen on two axes the result will be
2948 // exactly 4 planes (stretched corner case)
2949 for (i = 0;i < 4;i++)
2951 // quickly reject standard frustum planes that put the light
2952 // origin outside the frustum
2953 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
2956 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
2958 // if all the standard frustum planes were accepted, the light is onscreen
2959 // otherwise we need to generate some more planes below...
2960 if (rtlight->cached_numfrustumplanes < 4)
2962 // at least one of the stock frustum planes failed, so we need to
2963 // create one or two custom planes to enclose the light origin
2964 for (i = 0;i < 4;i++)
2966 // create a plane using the view origin and light origin, and a
2967 // single point from the frustum corner set
2968 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
2969 VectorNormalize(plane.normal);
2970 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
2971 // see if this plane is backwards and flip it if so
2972 for (j = 0;j < 4;j++)
2973 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
2977 VectorNegate(plane.normal, plane.normal);
2979 // flipped plane, test again to see if it is now valid
2980 for (j = 0;j < 4;j++)
2981 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
2983 // if the plane is still not valid, then it is dividing the
2984 // frustum and has to be rejected
2988 // we have created a valid plane, compute extra info
2989 PlaneClassify(&plane);
2991 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
2993 // if we've found 5 frustum planes then we have constructed a
2994 // proper split-side case and do not need to keep searching for
2995 // planes to enclose the light origin
2996 if (rtlight->cached_numfrustumplanes == 5)
3004 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3006 plane = rtlight->cached_frustumplanes[i];
3007 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));
3012 // now add the light-space box planes if the light box is rotated, as any
3013 // caster outside the oriented light box is irrelevant (even if it passed
3014 // the worldspace light box, which is axial)
3015 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3017 for (i = 0;i < 6;i++)
3021 v[i >> 1] = (i & 1) ? -1 : 1;
3022 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3023 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3024 plane.dist = VectorNormalizeLength(plane.normal);
3025 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3026 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3032 // add the world-space reduced box planes
3033 for (i = 0;i < 6;i++)
3035 VectorClear(plane.normal);
3036 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3037 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3038 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3047 // reduce all plane distances to tightly fit the rtlight cull box, which
3049 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3050 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3051 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3052 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3053 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3054 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3055 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3056 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3057 oldnum = rtlight->cached_numfrustumplanes;
3058 rtlight->cached_numfrustumplanes = 0;
3059 for (j = 0;j < oldnum;j++)
3061 // find the nearest point on the box to this plane
3062 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3063 for (i = 1;i < 8;i++)
3065 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3066 if (bestdist > dist)
3069 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);
3070 // if the nearest point is near or behind the plane, we want this
3071 // plane, otherwise the plane is useless as it won't cull anything
3072 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3074 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3075 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3082 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3086 RSurf_ActiveWorldEntity();
3088 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3091 GL_CullFace(GL_NONE);
3092 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3093 for (;mesh;mesh = mesh->next)
3095 if (!mesh->sidetotals[r_shadow_shadowmapside])
3097 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3098 R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer);
3099 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3103 else if (r_refdef.scene.worldentity->model)
3104 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);
3106 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3109 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3111 qboolean zpass = false;
3114 int surfacelistindex;
3115 msurface_t *surface;
3117 RSurf_ActiveWorldEntity();
3119 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3122 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3124 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3125 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3127 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3128 for (;mesh;mesh = mesh->next)
3130 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3131 R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer);
3132 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3134 // increment stencil if frontface is infront of depthbuffer
3135 GL_CullFace(r_refdef.view.cullface_back);
3136 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3137 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3138 // decrement stencil if backface is infront of depthbuffer
3139 GL_CullFace(r_refdef.view.cullface_front);
3140 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3142 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3144 // decrement stencil if backface is behind depthbuffer
3145 GL_CullFace(r_refdef.view.cullface_front);
3146 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3147 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3148 // increment stencil if frontface is behind depthbuffer
3149 GL_CullFace(r_refdef.view.cullface_back);
3150 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3152 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3156 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3158 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3159 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3160 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3162 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3163 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3164 if (CHECKPVSBIT(trispvs, t))
3165 shadowmarklist[numshadowmark++] = t;
3167 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);
3169 else if (numsurfaces)
3170 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);
3172 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3175 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3177 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3178 vec_t relativeshadowradius;
3179 RSurf_ActiveModelEntity(ent, false, false, false);
3180 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3181 // we need to re-init the shader for each entity because the matrix changed
3182 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3183 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3184 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3185 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3186 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3187 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3188 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3189 switch (r_shadow_rendermode)
3191 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3192 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3195 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3198 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3201 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3203 // set up properties for rendering light onto this entity
3204 RSurf_ActiveModelEntity(ent, true, true, false);
3205 GL_AlphaTest(false);
3206 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3207 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3208 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3209 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3212 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3214 if (!r_refdef.scene.worldmodel->DrawLight)
3217 // set up properties for rendering light onto this entity
3218 RSurf_ActiveWorldEntity();
3219 GL_AlphaTest(false);
3220 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3221 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3222 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3223 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3225 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3227 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3230 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3232 dp_model_t *model = ent->model;
3233 if (!model->DrawLight)
3236 R_Shadow_SetupEntityLight(ent);
3238 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3240 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3243 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3247 int numleafs, numsurfaces;
3248 int *leaflist, *surfacelist;
3249 unsigned char *leafpvs;
3250 unsigned char *shadowtrispvs;
3251 unsigned char *lighttrispvs;
3252 //unsigned char *surfacesides;
3253 int numlightentities;
3254 int numlightentities_noselfshadow;
3255 int numshadowentities;
3256 int numshadowentities_noselfshadow;
3257 static entity_render_t *lightentities[MAX_EDICTS];
3258 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3259 static entity_render_t *shadowentities[MAX_EDICTS];
3260 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3263 rtlight->draw = false;
3265 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3266 // skip lights that are basically invisible (color 0 0 0)
3267 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3269 // loading is done before visibility checks because loading should happen
3270 // all at once at the start of a level, not when it stalls gameplay.
3271 // (especially important to benchmarks)
3273 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3275 if (rtlight->compiled)
3276 R_RTLight_Uncompile(rtlight);
3277 R_RTLight_Compile(rtlight);
3281 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3283 // look up the light style value at this time
3284 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3285 VectorScale(rtlight->color, f, rtlight->currentcolor);
3287 if (rtlight->selected)
3289 f = 2 + sin(realtime * M_PI * 4.0);
3290 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3294 // if lightstyle is currently off, don't draw the light
3295 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3298 // skip processing on corona-only lights
3302 // if the light box is offscreen, skip it
3303 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3306 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3307 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3309 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3311 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3313 // compiled light, world available and can receive realtime lighting
3314 // retrieve leaf information
3315 numleafs = rtlight->static_numleafs;
3316 leaflist = rtlight->static_leaflist;
3317 leafpvs = rtlight->static_leafpvs;
3318 numsurfaces = rtlight->static_numsurfaces;
3319 surfacelist = rtlight->static_surfacelist;
3320 //surfacesides = NULL;
3321 shadowtrispvs = rtlight->static_shadowtrispvs;
3322 lighttrispvs = rtlight->static_lighttrispvs;
3324 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3326 // dynamic light, world available and can receive realtime lighting
3327 // calculate lit surfaces and leafs
3328 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);
3329 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3330 leaflist = r_shadow_buffer_leaflist;
3331 leafpvs = r_shadow_buffer_leafpvs;
3332 surfacelist = r_shadow_buffer_surfacelist;
3333 //surfacesides = r_shadow_buffer_surfacesides;
3334 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3335 lighttrispvs = r_shadow_buffer_lighttrispvs;
3336 // if the reduced leaf bounds are offscreen, skip it
3337 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3348 //surfacesides = NULL;
3349 shadowtrispvs = NULL;
3350 lighttrispvs = NULL;
3352 // check if light is illuminating any visible leafs
3355 for (i = 0;i < numleafs;i++)
3356 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3362 // make a list of lit entities and shadow casting entities
3363 numlightentities = 0;
3364 numlightentities_noselfshadow = 0;
3365 numshadowentities = 0;
3366 numshadowentities_noselfshadow = 0;
3368 // add dynamic entities that are lit by the light
3369 for (i = 0;i < r_refdef.scene.numentities;i++)
3372 entity_render_t *ent = r_refdef.scene.entities[i];
3374 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3376 // skip the object entirely if it is not within the valid
3377 // shadow-casting region (which includes the lit region)
3378 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3380 if (!(model = ent->model))
3382 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3384 // this entity wants to receive light, is visible, and is
3385 // inside the light box
3386 // TODO: check if the surfaces in the model can receive light
3387 // so now check if it's in a leaf seen by the light
3388 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))
3390 if (ent->flags & RENDER_NOSELFSHADOW)
3391 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3393 lightentities[numlightentities++] = ent;
3394 // since it is lit, it probably also casts a shadow...
3395 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3396 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3397 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3399 // note: exterior models without the RENDER_NOSELFSHADOW
3400 // flag still create a RENDER_NOSELFSHADOW shadow but
3401 // are lit normally, this means that they are
3402 // self-shadowing but do not shadow other
3403 // RENDER_NOSELFSHADOW entities such as the gun
3404 // (very weird, but keeps the player shadow off the gun)
3405 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3406 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3408 shadowentities[numshadowentities++] = ent;
3411 else if (ent->flags & RENDER_SHADOW)
3413 // this entity is not receiving light, but may still need to
3415 // TODO: check if the surfaces in the model can cast shadow
3416 // now check if it is in a leaf seen by the light
3417 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))
3419 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3420 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3421 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3423 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3424 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3426 shadowentities[numshadowentities++] = ent;
3431 // return if there's nothing at all to light
3432 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3435 // count this light in the r_speeds
3436 r_refdef.stats.lights++;
3438 // flag it as worth drawing later
3439 rtlight->draw = true;
3441 // cache all the animated entities that cast a shadow but are not visible
3442 for (i = 0;i < numshadowentities;i++)
3443 if (!shadowentities[i]->animcache_vertex3f)
3444 R_AnimCache_GetEntity(shadowentities[i], false, false);
3445 for (i = 0;i < numshadowentities_noselfshadow;i++)
3446 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3447 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3449 // allocate some temporary memory for rendering this light later in the frame
3450 // reusable buffers need to be copied, static data can be used as-is
3451 rtlight->cached_numlightentities = numlightentities;
3452 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
3453 rtlight->cached_numshadowentities = numshadowentities;
3454 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3455 rtlight->cached_numsurfaces = numsurfaces;
3456 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3457 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3458 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3459 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3460 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3462 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3463 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3464 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3465 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3466 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3470 // compiled light data
3471 rtlight->cached_shadowtrispvs = shadowtrispvs;
3472 rtlight->cached_lighttrispvs = lighttrispvs;
3473 rtlight->cached_surfacelist = surfacelist;
3477 void R_Shadow_DrawLight(rtlight_t *rtlight)
3481 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3482 int numlightentities;
3483 int numlightentities_noselfshadow;
3484 int numshadowentities;
3485 int numshadowentities_noselfshadow;
3486 entity_render_t **lightentities;
3487 entity_render_t **lightentities_noselfshadow;
3488 entity_render_t **shadowentities;
3489 entity_render_t **shadowentities_noselfshadow;
3491 static unsigned char entitysides[MAX_EDICTS];
3492 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3493 vec3_t nearestpoint;
3495 qboolean castshadows;
3498 // check if we cached this light this frame (meaning it is worth drawing)
3502 // if R_FrameData_Store ran out of space we skip anything dependent on it
3503 if (r_framedata_failed)
3506 numlightentities = rtlight->cached_numlightentities;
3507 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3508 numshadowentities = rtlight->cached_numshadowentities;
3509 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3510 numsurfaces = rtlight->cached_numsurfaces;
3511 lightentities = rtlight->cached_lightentities;
3512 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3513 shadowentities = rtlight->cached_shadowentities;
3514 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3515 shadowtrispvs = rtlight->cached_shadowtrispvs;
3516 lighttrispvs = rtlight->cached_lighttrispvs;
3517 surfacelist = rtlight->cached_surfacelist;
3519 // set up a scissor rectangle for this light
3520 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3523 // don't let sound skip if going slow
3524 if (r_refdef.scene.extraupdate)
3527 // make this the active rtlight for rendering purposes
3528 R_Shadow_RenderMode_ActiveLight(rtlight);
3530 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3532 // optionally draw visible shape of the shadow volumes
3533 // for performance analysis by level designers
3534 R_Shadow_RenderMode_VisibleShadowVolumes();
3536 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3537 for (i = 0;i < numshadowentities;i++)
3538 R_Shadow_DrawEntityShadow(shadowentities[i]);
3539 for (i = 0;i < numshadowentities_noselfshadow;i++)
3540 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3541 R_Shadow_RenderMode_VisibleLighting(false, false);
3544 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3546 // optionally draw the illuminated areas
3547 // for performance analysis by level designers
3548 R_Shadow_RenderMode_VisibleLighting(false, false);
3550 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3551 for (i = 0;i < numlightentities;i++)
3552 R_Shadow_DrawEntityLight(lightentities[i]);
3553 for (i = 0;i < numlightentities_noselfshadow;i++)
3554 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3557 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3559 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3560 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3561 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3562 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3564 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3565 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3566 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3568 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
3574 int receivermask = 0;
3575 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3576 Matrix4x4_Abs(&radiustolight);
3578 r_shadow_shadowmaplod = 0;
3579 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3580 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3581 r_shadow_shadowmaplod = i;
3583 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3585 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3587 surfacesides = NULL;
3590 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3592 castermask = rtlight->static_shadowmap_casters;
3593 receivermask = rtlight->static_shadowmap_receivers;
3597 surfacesides = r_shadow_buffer_surfacesides;
3598 for(i = 0;i < numsurfaces;i++)
3600 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3601 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3602 castermask |= surfacesides[i];
3603 receivermask |= surfacesides[i];
3607 if (receivermask < 0x3F)
3609 for (i = 0;i < numlightentities;i++)
3610 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3611 if (receivermask < 0x3F)
3612 for(i = 0; i < numlightentities_noselfshadow;i++)
3613 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3616 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3620 for (i = 0;i < numshadowentities;i++)
3621 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3622 for (i = 0;i < numshadowentities_noselfshadow;i++)
3623 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3626 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3628 // render shadow casters into 6 sided depth texture
3629 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3631 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
3632 if (! (castermask & (1 << side))) continue;
3634 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3635 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3636 R_Shadow_DrawEntityShadow(shadowentities[i]);
3639 if (numlightentities_noselfshadow)
3641 // render lighting using the depth texture as shadowmap
3642 // draw lighting in the unmasked areas
3643 R_Shadow_RenderMode_Lighting(false, false, true);
3644 for (i = 0;i < numlightentities_noselfshadow;i++)
3645 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3648 // render shadow casters into 6 sided depth texture
3649 if (numshadowentities_noselfshadow)
3651 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3653 R_Shadow_RenderMode_ShadowMap(side, 0, size);
3654 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3655 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3659 // render lighting using the depth texture as shadowmap
3660 // draw lighting in the unmasked areas
3661 R_Shadow_RenderMode_Lighting(false, false, true);
3662 // draw lighting in the unmasked areas
3664 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3665 for (i = 0;i < numlightentities;i++)
3666 R_Shadow_DrawEntityLight(lightentities[i]);
3668 else if (castshadows && vid.stencil)
3670 // draw stencil shadow volumes to mask off pixels that are in shadow
3671 // so that they won't receive lighting
3672 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3673 R_Shadow_ClearStencil();
3676 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3677 for (i = 0;i < numshadowentities;i++)
3678 R_Shadow_DrawEntityShadow(shadowentities[i]);
3680 // draw lighting in the unmasked areas
3681 R_Shadow_RenderMode_Lighting(true, false, false);
3682 for (i = 0;i < numlightentities_noselfshadow;i++)
3683 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3685 for (i = 0;i < numshadowentities_noselfshadow;i++)
3686 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3688 // draw lighting in the unmasked areas
3689 R_Shadow_RenderMode_Lighting(true, false, false);
3691 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3692 for (i = 0;i < numlightentities;i++)
3693 R_Shadow_DrawEntityLight(lightentities[i]);
3697 // draw lighting in the unmasked areas
3698 R_Shadow_RenderMode_Lighting(false, false, false);
3700 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3701 for (i = 0;i < numlightentities;i++)
3702 R_Shadow_DrawEntityLight(lightentities[i]);
3703 for (i = 0;i < numlightentities_noselfshadow;i++)
3704 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3707 if (r_shadow_usingdeferredprepass)
3709 // when rendering deferred lighting, we simply rasterize the box
3710 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
3711 R_Shadow_RenderMode_DrawDeferredLight(false, true);
3712 else if (castshadows && vid.stencil)
3713 R_Shadow_RenderMode_DrawDeferredLight(true, false);
3715 R_Shadow_RenderMode_DrawDeferredLight(false, false);
3719 static void R_Shadow_FreeDeferred(void)
3721 R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
3722 r_shadow_prepassgeometryfbo = 0;
3724 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingfbo);
3725 r_shadow_prepasslightingfbo = 0;
3727 if (r_shadow_prepassgeometrydepthtexture)
3728 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
3729 r_shadow_prepassgeometrydepthtexture = NULL;
3731 if (r_shadow_prepassgeometrydepthcolortexture)
3732 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
3733 r_shadow_prepassgeometrydepthcolortexture = NULL;
3735 if (r_shadow_prepassgeometrynormalmaptexture)
3736 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
3737 r_shadow_prepassgeometrynormalmaptexture = NULL;
3739 if (r_shadow_prepasslightingdiffusetexture)
3740 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
3741 r_shadow_prepasslightingdiffusetexture = NULL;
3743 if (r_shadow_prepasslightingspeculartexture)
3744 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
3745 r_shadow_prepasslightingspeculartexture = NULL;
3748 void R_Shadow_DrawPrepass(void)
3756 entity_render_t *ent;
3757 float clearcolor[4];
3759 GL_AlphaTest(false);
3760 R_Mesh_ResetTextureState();
3762 GL_ColorMask(1,1,1,1);
3763 GL_BlendFunc(GL_ONE, GL_ZERO);
3766 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
3767 Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
3768 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
3769 if (r_timereport_active)
3770 R_TimeReport("prepasscleargeom");
3772 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
3773 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
3774 if (r_timereport_active)
3775 R_TimeReport("prepassworld");
3777 for (i = 0;i < r_refdef.scene.numentities;i++)
3779 if (!r_refdef.viewcache.entityvisible[i])
3781 ent = r_refdef.scene.entities[i];
3782 if (ent->model && ent->model->DrawPrepass != NULL)
3783 ent->model->DrawPrepass(ent);
3786 if (r_timereport_active)
3787 R_TimeReport("prepassmodels");
3789 GL_DepthMask(false);
3790 GL_ColorMask(1,1,1,1);
3793 R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
3794 Vector4Set(clearcolor, 0, 0, 0, 0);
3795 GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
3796 if (r_timereport_active)
3797 R_TimeReport("prepassclearlit");
3799 R_Shadow_RenderMode_Begin();
3801 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3802 if (r_shadow_debuglight.integer >= 0)
3804 lightindex = r_shadow_debuglight.integer;
3805 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3806 if (light && (light->flags & flag))
3807 R_Shadow_DrawLight(&light->rtlight);
3811 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3812 for (lightindex = 0;lightindex < range;lightindex++)
3814 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3815 if (light && (light->flags & flag))
3816 R_Shadow_DrawLight(&light->rtlight);
3819 if (r_refdef.scene.rtdlight)
3820 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3821 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
3823 R_Mesh_ResetRenderTargets();
3825 R_Shadow_RenderMode_End();
3827 if (r_timereport_active)
3828 R_TimeReport("prepasslights");
3831 void R_Shadow_DrawLightSprites(void);
3832 void R_Shadow_PrepareLights(void)
3842 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
3843 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
3844 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
3845 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
3846 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
3847 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
3848 R_Shadow_FreeShadowMaps();
3850 r_shadow_usingshadowmaportho = false;
3852 switch (vid.renderpath)
3854 case RENDERPATH_GL20:
3855 case RENDERPATH_CGGL:
3856 case RENDERPATH_D3D9:
3857 case RENDERPATH_D3D10:
3858 case RENDERPATH_D3D11:
3859 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
3861 r_shadow_usingdeferredprepass = false;
3862 if (r_shadow_prepass_width)
3863 R_Shadow_FreeDeferred();
3864 r_shadow_prepass_width = r_shadow_prepass_height = 0;
3868 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
3870 R_Shadow_FreeDeferred();
3872 r_shadow_usingdeferredprepass = true;
3873 r_shadow_prepass_width = vid.width;
3874 r_shadow_prepass_height = vid.height;
3875 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
3876 switch (vid.renderpath)
3878 case RENDERPATH_D3D9:
3879 r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
3884 r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
3885 r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
3886 r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
3888 // set up the geometry pass fbo (depth + normalmap)
3889 r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
3890 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
3891 // render depth into one texture and normalmap into the other
3892 if (qglDrawBuffersARB)
3894 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
3895 qglReadBuffer(GL_NONE);CHECKGLERROR
3896 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
3897 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
3899 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
3900 Cvar_SetValueQuick(&r_shadow_deferred, 0);
3901 r_shadow_usingdeferredprepass = false;
3905 // set up the lighting pass fbo (diffuse + specular)
3906 r_shadow_prepasslightingfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
3907 R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
3908 // render diffuse into one texture and specular into another,
3909 // with depth and normalmap bound as textures,
3910 // with depth bound as attachment as well
3911 if (qglDrawBuffersARB)
3913 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
3914 qglReadBuffer(GL_NONE);CHECKGLERROR
3915 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
3916 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
3918 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
3919 Cvar_SetValueQuick(&r_shadow_deferred, 0);
3920 r_shadow_usingdeferredprepass = false;
3925 case RENDERPATH_GL13:
3926 case RENDERPATH_GL11:
3927 r_shadow_usingdeferredprepass = false;
3931 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);
3933 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3934 if (r_shadow_debuglight.integer >= 0)
3936 lightindex = r_shadow_debuglight.integer;
3937 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3938 if (light && (light->flags & flag))
3939 R_Shadow_PrepareLight(&light->rtlight);
3943 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3944 for (lightindex = 0;lightindex < range;lightindex++)
3946 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3947 if (light && (light->flags & flag))
3948 R_Shadow_PrepareLight(&light->rtlight);
3951 if (r_refdef.scene.rtdlight)
3953 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3954 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
3956 else if(gl_flashblend.integer)
3958 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3960 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
3961 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3962 VectorScale(rtlight->color, f, rtlight->currentcolor);
3966 if (r_editlights.integer)
3967 R_Shadow_DrawLightSprites();
3970 void R_Shadow_DrawLights(void)
3978 R_Shadow_RenderMode_Begin();
3980 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3981 if (r_shadow_debuglight.integer >= 0)
3983 lightindex = r_shadow_debuglight.integer;
3984 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3985 if (light && (light->flags & flag))
3986 R_Shadow_DrawLight(&light->rtlight);
3990 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3991 for (lightindex = 0;lightindex < range;lightindex++)
3993 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3994 if (light && (light->flags & flag))
3995 R_Shadow_DrawLight(&light->rtlight);
3998 if (r_refdef.scene.rtdlight)
3999 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4000 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4002 R_Shadow_RenderMode_End();
4005 extern const float r_screenvertex3f[12];
4006 extern void R_SetupView(qboolean allowwaterclippingplane);
4007 extern void R_ResetViewRendering3D(void);
4008 extern void R_ResetViewRendering2D(void);
4009 extern cvar_t r_shadows;
4010 extern cvar_t r_shadows_darken;
4011 extern cvar_t r_shadows_drawafterrtlighting;
4012 extern cvar_t r_shadows_castfrombmodels;
4013 extern cvar_t r_shadows_throwdistance;
4014 extern cvar_t r_shadows_throwdirection;
4015 extern cvar_t r_shadows_focus;
4016 extern cvar_t r_shadows_shadowmapscale;
4018 void R_Shadow_PrepareModelShadows(void)
4021 float scale, size, radius, dot1, dot2;
4022 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4023 entity_render_t *ent;
4025 if (!r_refdef.scene.numentities)
4028 switch (r_shadow_shadowmode)
4030 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4031 if (r_shadows.integer >= 2)
4034 case R_SHADOW_SHADOWMODE_STENCIL:
4035 for (i = 0;i < r_refdef.scene.numentities;i++)
4037 ent = r_refdef.scene.entities[i];
4038 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4039 R_AnimCache_GetEntity(ent, false, false);
4046 size = 2*r_shadow_shadowmapmaxsize;
4047 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4048 radius = 0.5f * size / scale;
4050 Math_atov(r_shadows_throwdirection.string, shadowdir);
4051 VectorNormalize(shadowdir);
4052 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4053 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4054 if (fabs(dot1) <= fabs(dot2))
4055 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4057 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4058 VectorNormalize(shadowforward);
4059 CrossProduct(shadowdir, shadowforward, shadowright);
4060 Math_atov(r_shadows_focus.string, shadowfocus);
4061 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4062 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4063 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4064 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4065 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4067 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4069 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4070 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4071 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4072 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4073 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4074 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4076 for (i = 0;i < r_refdef.scene.numentities;i++)
4078 ent = r_refdef.scene.entities[i];
4079 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4081 // cast shadows from anything of the map (submodels are optional)
4082 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4083 R_AnimCache_GetEntity(ent, false, false);
4087 void R_DrawModelShadowMaps(void)
4090 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4091 entity_render_t *ent;
4092 vec3_t relativelightorigin;
4093 vec3_t relativelightdirection, relativeforward, relativeright;
4094 vec3_t relativeshadowmins, relativeshadowmaxs;
4095 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4097 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4098 r_viewport_t viewport;
4100 float clearcolor[4];
4102 if (!r_refdef.scene.numentities)
4105 switch (r_shadow_shadowmode)
4107 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4113 R_ResetViewRendering3D();
4114 R_Shadow_RenderMode_Begin();
4115 R_Shadow_RenderMode_ActiveLight(NULL);
4117 switch (r_shadow_shadowmode)
4119 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4120 if (!r_shadow_shadowmap2dtexture)
4121 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4122 fbo = r_shadow_fbo2d;
4123 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4124 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4125 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4131 size = 2*r_shadow_shadowmapmaxsize;
4132 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4133 radius = 0.5f / scale;
4134 nearclip = -r_shadows_throwdistance.value;
4135 farclip = r_shadows_throwdistance.value;
4136 bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4138 r_shadow_shadowmap_parameters[0] = size;
4139 r_shadow_shadowmap_parameters[1] = size;
4140 r_shadow_shadowmap_parameters[2] = 1.0;
4141 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4143 Math_atov(r_shadows_throwdirection.string, shadowdir);
4144 VectorNormalize(shadowdir);
4145 Math_atov(r_shadows_focus.string, shadowfocus);
4146 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4147 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4148 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4149 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4150 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4151 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4152 if (fabs(dot1) <= fabs(dot2))
4153 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4155 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4156 VectorNormalize(shadowforward);
4157 VectorM(scale, shadowforward, &m[0]);
4158 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4160 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4161 CrossProduct(shadowdir, shadowforward, shadowright);
4162 VectorM(scale, shadowright, &m[4]);
4163 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4164 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4165 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4166 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4167 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4168 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4170 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4172 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4173 R_SetupShader_DepthOrShadow();
4174 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4177 R_SetViewport(&viewport);
4178 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4179 Vector4Set(clearcolor, 1,1,1,1);
4180 // in D3D9 we have to render to a color texture shadowmap
4181 // in GL we render directly to a depth texture only
4182 if (r_shadow_shadowmap2dtexture)
4183 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4185 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4186 // render into a slightly restricted region so that the borders of the
4187 // shadowmap area fade away, rather than streaking across everything
4188 // outside the usable area
4189 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4193 R_Mesh_ResetRenderTargets();
4194 R_SetupShader_ShowDepth();
4195 GL_ColorMask(1,1,1,1);
4196 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4199 for (i = 0;i < r_refdef.scene.numentities;i++)
4201 ent = r_refdef.scene.entities[i];
4203 // cast shadows from anything of the map (submodels are optional)
4204 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4206 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4207 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4208 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4209 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4210 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4211 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4212 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4213 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4214 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4215 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4216 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4217 RSurf_ActiveModelEntity(ent, false, false, false);
4218 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4219 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4226 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4228 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4230 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4231 Cvar_SetValueQuick(&r_test, 0);
4236 R_Shadow_RenderMode_End();
4238 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4239 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4240 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4241 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4242 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4243 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4245 switch (vid.renderpath)
4247 case RENDERPATH_GL11:
4248 case RENDERPATH_GL13:
4249 case RENDERPATH_GL20:
4250 case RENDERPATH_CGGL:
4252 case RENDERPATH_D3D9:
4253 case RENDERPATH_D3D10:
4254 case RENDERPATH_D3D11:
4255 #ifdef OPENGL_ORIENTATION
4256 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4257 r_shadow_shadowmapmatrix.m[0][1] *= -1.0f;
4258 r_shadow_shadowmapmatrix.m[0][2] *= -1.0f;
4259 r_shadow_shadowmapmatrix.m[0][3] *= -1.0f;
4261 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4262 r_shadow_shadowmapmatrix.m[1][0] *= -1.0f;
4263 r_shadow_shadowmapmatrix.m[2][0] *= -1.0f;
4264 r_shadow_shadowmapmatrix.m[3][0] *= -1.0f;
4269 r_shadow_usingshadowmaportho = true;
4270 switch (r_shadow_shadowmode)
4272 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4273 r_shadow_usingshadowmap2d = true;
4280 void R_DrawModelShadows(void)
4283 float relativethrowdistance;
4284 entity_render_t *ent;
4285 vec3_t relativelightorigin;
4286 vec3_t relativelightdirection;
4287 vec3_t relativeshadowmins, relativeshadowmaxs;
4288 vec3_t tmp, shadowdir;
4290 if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4293 R_ResetViewRendering3D();
4294 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4295 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4296 R_Shadow_RenderMode_Begin();
4297 R_Shadow_RenderMode_ActiveLight(NULL);
4298 r_shadow_lightscissor[0] = r_refdef.view.x;
4299 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4300 r_shadow_lightscissor[2] = r_refdef.view.width;
4301 r_shadow_lightscissor[3] = r_refdef.view.height;
4302 R_Shadow_RenderMode_StencilShadowVolumes(false);
4305 if (r_shadows.integer == 2)
4307 Math_atov(r_shadows_throwdirection.string, shadowdir);
4308 VectorNormalize(shadowdir);
4311 R_Shadow_ClearStencil();
4313 for (i = 0;i < r_refdef.scene.numentities;i++)
4315 ent = r_refdef.scene.entities[i];
4317 // cast shadows from anything of the map (submodels are optional)
4318 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4320 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4321 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4322 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4323 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4324 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4327 if(ent->entitynumber != 0)
4329 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
4331 // FIXME handle this
4332 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4336 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4337 int entnum, entnum2, recursion;
4338 entnum = entnum2 = ent->entitynumber;
4339 for(recursion = 32; recursion > 0; --recursion)
4341 entnum2 = cl.entities[entnum].state_current.tagentity;
4342 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4347 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4349 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4350 // transform into modelspace of OUR entity
4351 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4352 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4355 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4359 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4362 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4363 RSurf_ActiveModelEntity(ent, false, false, false);
4364 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4365 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4369 // not really the right mode, but this will disable any silly stencil features
4370 R_Shadow_RenderMode_End();
4372 // set up ortho view for rendering this pass
4373 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4374 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4375 //GL_ScissorTest(true);
4376 //R_EntityMatrix(&identitymatrix);
4377 //R_Mesh_ResetTextureState();
4378 R_ResetViewRendering2D();
4380 // set up a darkening blend on shadowed areas
4381 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4382 //GL_DepthRange(0, 1);
4383 //GL_DepthTest(false);
4384 //GL_DepthMask(false);
4385 //GL_PolygonOffset(0, 0);CHECKGLERROR
4386 GL_Color(0, 0, 0, r_shadows_darken.value);
4387 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4388 //GL_DepthFunc(GL_ALWAYS);
4389 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
4391 // apply the blend to the shadowed areas
4392 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
4393 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4394 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4396 // restore the viewport
4397 R_SetViewport(&r_refdef.view.viewport);
4399 // restore other state to normal
4400 //R_Shadow_RenderMode_End();
4403 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4406 vec3_t centerorigin;
4408 // if it's too close, skip it
4409 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4411 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4414 if (usequery && r_numqueries + 2 <= r_maxqueries)
4416 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4417 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4418 // 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
4419 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4421 switch(vid.renderpath)
4423 case RENDERPATH_GL20:
4424 case RENDERPATH_GL13:
4425 case RENDERPATH_GL11:
4426 case RENDERPATH_CGGL:
4428 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
4429 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4430 GL_DepthFunc(GL_ALWAYS);
4431 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4432 R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
4433 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4434 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4435 GL_DepthFunc(GL_LEQUAL);
4436 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4437 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4438 R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
4439 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4440 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4443 case RENDERPATH_D3D9:
4444 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4446 case RENDERPATH_D3D10:
4447 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4449 case RENDERPATH_D3D11:
4450 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4454 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4457 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4459 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4462 GLint allpixels = 0, visiblepixels = 0;
4463 // now we have to check the query result
4464 if (rtlight->corona_queryindex_visiblepixels)
4466 switch(vid.renderpath)
4468 case RENDERPATH_GL20:
4469 case RENDERPATH_GL13:
4470 case RENDERPATH_GL11:
4471 case RENDERPATH_CGGL:
4473 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4474 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4477 case RENDERPATH_D3D9:
4478 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4480 case RENDERPATH_D3D10:
4481 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4483 case RENDERPATH_D3D11:
4484 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4487 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4488 if (visiblepixels < 1 || allpixels < 1)
4490 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4491 cscale *= rtlight->corona_visibility;
4495 // FIXME: these traces should scan all render entities instead of cl.world
4496 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4499 VectorScale(rtlight->currentcolor, cscale, color);
4500 if (VectorLength(color) > (1.0f / 256.0f))
4503 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4506 VectorNegate(color, color);
4507 switch(vid.renderpath)
4509 case RENDERPATH_GL11:
4510 case RENDERPATH_GL13:
4511 case RENDERPATH_GL20:
4512 case RENDERPATH_CGGL:
4513 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4515 case RENDERPATH_D3D9:
4517 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4520 case RENDERPATH_D3D10:
4521 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4523 case RENDERPATH_D3D11:
4524 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4528 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4529 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);
4530 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4533 switch(vid.renderpath)
4535 case RENDERPATH_GL11:
4536 case RENDERPATH_GL13:
4537 case RENDERPATH_GL20:
4538 case RENDERPATH_CGGL:
4539 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4541 case RENDERPATH_D3D9:
4543 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4546 case RENDERPATH_D3D10:
4547 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4549 case RENDERPATH_D3D11:
4550 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4557 void R_Shadow_DrawCoronas(void)
4560 qboolean usequery = false;
4565 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4567 if (r_waterstate.renderingscene)
4569 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4570 R_EntityMatrix(&identitymatrix);
4572 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4574 // check occlusion of coronas
4575 // use GL_ARB_occlusion_query if available
4576 // otherwise use raytraces
4578 switch (vid.renderpath)
4580 case RENDERPATH_GL11:
4581 case RENDERPATH_GL13:
4582 case RENDERPATH_GL20:
4583 case RENDERPATH_CGGL:
4584 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4587 GL_ColorMask(0,0,0,0);
4588 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4589 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4592 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4593 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4595 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4598 RSurf_ActiveWorldEntity();
4599 GL_BlendFunc(GL_ONE, GL_ZERO);
4600 GL_CullFace(GL_NONE);
4601 GL_DepthMask(false);
4602 GL_DepthRange(0, 1);
4603 GL_PolygonOffset(0, 0);
4605 R_Mesh_ResetTextureState();
4606 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4609 case RENDERPATH_D3D9:
4611 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4613 case RENDERPATH_D3D10:
4614 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4616 case RENDERPATH_D3D11:
4617 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4620 for (lightindex = 0;lightindex < range;lightindex++)
4622 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4625 rtlight = &light->rtlight;
4626 rtlight->corona_visibility = 0;
4627 rtlight->corona_queryindex_visiblepixels = 0;
4628 rtlight->corona_queryindex_allpixels = 0;
4629 if (!(rtlight->flags & flag))
4631 if (rtlight->corona <= 0)
4633 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4635 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4637 for (i = 0;i < r_refdef.scene.numlights;i++)
4639 rtlight = r_refdef.scene.lights[i];
4640 rtlight->corona_visibility = 0;
4641 rtlight->corona_queryindex_visiblepixels = 0;
4642 rtlight->corona_queryindex_allpixels = 0;
4643 if (!(rtlight->flags & flag))
4645 if (rtlight->corona <= 0)
4647 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4650 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4652 // now draw the coronas using the query data for intensity info
4653 for (lightindex = 0;lightindex < range;lightindex++)
4655 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4658 rtlight = &light->rtlight;
4659 if (rtlight->corona_visibility <= 0)
4661 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4663 for (i = 0;i < r_refdef.scene.numlights;i++)
4665 rtlight = r_refdef.scene.lights[i];
4666 if (rtlight->corona_visibility <= 0)
4668 if (gl_flashblend.integer)
4669 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4671 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4677 dlight_t *R_Shadow_NewWorldLight(void)
4679 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4682 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)
4685 // validate parameters
4686 if (style < 0 || style >= MAX_LIGHTSTYLES)
4688 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4694 // copy to light properties
4695 VectorCopy(origin, light->origin);
4696 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4697 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4698 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4700 light->color[0] = max(color[0], 0);
4701 light->color[1] = max(color[1], 0);
4702 light->color[2] = max(color[2], 0);
4704 light->color[0] = color[0];
4705 light->color[1] = color[1];
4706 light->color[2] = color[2];
4707 light->radius = max(radius, 0);
4708 light->style = style;
4709 light->shadow = shadowenable;
4710 light->corona = corona;
4711 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4712 light->coronasizescale = coronasizescale;
4713 light->ambientscale = ambientscale;
4714 light->diffusescale = diffusescale;
4715 light->specularscale = specularscale;
4716 light->flags = flags;
4718 // update renderable light data
4719 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4720 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);
4723 void R_Shadow_FreeWorldLight(dlight_t *light)
4725 if (r_shadow_selectedlight == light)
4726 r_shadow_selectedlight = NULL;
4727 R_RTLight_Uncompile(&light->rtlight);
4728 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4731 void R_Shadow_ClearWorldLights(void)
4735 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4736 for (lightindex = 0;lightindex < range;lightindex++)
4738 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4740 R_Shadow_FreeWorldLight(light);
4742 r_shadow_selectedlight = NULL;
4745 void R_Shadow_SelectLight(dlight_t *light)
4747 if (r_shadow_selectedlight)
4748 r_shadow_selectedlight->selected = false;
4749 r_shadow_selectedlight = light;
4750 if (r_shadow_selectedlight)
4751 r_shadow_selectedlight->selected = true;
4754 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4756 // this is never batched (there can be only one)
4758 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
4759 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4760 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4763 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4768 skinframe_t *skinframe;
4771 // this is never batched (due to the ent parameter changing every time)
4772 // so numsurfaces == 1 and surfacelist[0] == lightnumber
4773 const dlight_t *light = (dlight_t *)ent;
4776 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
4779 VectorScale(light->color, intensity, spritecolor);
4780 if (VectorLength(spritecolor) < 0.1732f)
4781 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4782 if (VectorLength(spritecolor) > 1.0f)
4783 VectorNormalize(spritecolor);
4785 // draw light sprite
4786 if (light->cubemapname[0] && !light->shadow)
4787 skinframe = r_editlights_sprcubemapnoshadowlight;
4788 else if (light->cubemapname[0])
4789 skinframe = r_editlights_sprcubemaplight;
4790 else if (!light->shadow)
4791 skinframe = r_editlights_sprnoshadowlight;
4793 skinframe = r_editlights_sprlight;
4795 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);
4796 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4798 // draw selection sprite if light is selected
4799 if (light->selected)
4801 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4802 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4803 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4807 void R_Shadow_DrawLightSprites(void)
4811 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4812 for (lightindex = 0;lightindex < range;lightindex++)
4814 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4816 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4818 if (!r_editlights_lockcursor)
4819 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4822 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
4827 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
4828 if (lightindex >= range)
4830 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4833 rtlight = &light->rtlight;
4834 //if (!(rtlight->flags & flag))
4836 VectorCopy(rtlight->shadoworigin, origin);
4837 *radius = rtlight->radius;
4838 VectorCopy(rtlight->color, color);
4842 void R_Shadow_SelectLightInView(void)
4844 float bestrating, rating, temp[3];
4848 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4852 if (r_editlights_lockcursor)
4854 for (lightindex = 0;lightindex < range;lightindex++)
4856 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4859 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4860 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4863 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4864 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4866 bestrating = rating;
4871 R_Shadow_SelectLight(best);
4874 void R_Shadow_LoadWorldLights(void)
4876 int n, a, style, shadow, flags;
4877 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4878 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4879 if (cl.worldmodel == NULL)
4881 Con_Print("No map loaded.\n");
4884 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
4885 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4895 for (;COM_Parse(t, true) && strcmp(
4896 if (COM_Parse(t, true))
4898 if (com_token[0] == '!')
4901 origin[0] = atof(com_token+1);
4904 origin[0] = atof(com_token);
4909 while (*s && *s != '\n' && *s != '\r')
4915 // check for modifier flags
4922 #if _MSC_VER >= 1400
4923 #define sscanf sscanf_s
4925 cubemapname[sizeof(cubemapname)-1] = 0;
4926 #if MAX_QPATH != 128
4927 #error update this code if MAX_QPATH changes
4929 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
4930 #if _MSC_VER >= 1400
4931 , sizeof(cubemapname)
4933 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
4936 flags = LIGHTFLAG_REALTIMEMODE;
4944 coronasizescale = 0.25f;
4946 VectorClear(angles);
4949 if (a < 9 || !strcmp(cubemapname, "\"\""))
4951 // remove quotes on cubemapname
4952 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
4955 namelen = strlen(cubemapname) - 2;
4956 memmove(cubemapname, cubemapname + 1, namelen);
4957 cubemapname[namelen] = '\0';
4961 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);
4964 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4972 Con_Printf("invalid rtlights file \"%s\"\n", name);
4973 Mem_Free(lightsstring);
4977 void R_Shadow_SaveWorldLights(void)
4981 size_t bufchars, bufmaxchars;
4983 char name[MAX_QPATH];
4984 char line[MAX_INPUTLINE];
4985 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
4986 // I hate lines which are 3 times my screen size :( --blub
4989 if (cl.worldmodel == NULL)
4991 Con_Print("No map loaded.\n");
4994 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
4995 bufchars = bufmaxchars = 0;
4997 for (lightindex = 0;lightindex < range;lightindex++)
4999 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5002 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5003 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);
5004 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5005 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]);
5007 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);
5008 if (bufchars + strlen(line) > bufmaxchars)
5010 bufmaxchars = bufchars + strlen(line) + 2048;
5012 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5016 memcpy(buf, oldbuf, bufchars);
5022 memcpy(buf + bufchars, line, strlen(line));
5023 bufchars += strlen(line);
5027 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5032 void R_Shadow_LoadLightsFile(void)
5035 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5036 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5037 if (cl.worldmodel == NULL)
5039 Con_Print("No map loaded.\n");
5042 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5043 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5051 while (*s && *s != '\n' && *s != '\r')
5057 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);
5061 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);
5064 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5065 radius = bound(15, radius, 4096);
5066 VectorScale(color, (2.0f / (8388608.0f)), color);
5067 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5075 Con_Printf("invalid lights file \"%s\"\n", name);
5076 Mem_Free(lightsstring);
5080 // tyrlite/hmap2 light types in the delay field
5081 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5083 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5095 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5096 char key[256], value[MAX_INPUTLINE];
5098 if (cl.worldmodel == NULL)
5100 Con_Print("No map loaded.\n");
5103 // try to load a .ent file first
5104 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5105 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5106 // and if that is not found, fall back to the bsp file entity string
5108 data = cl.worldmodel->brush.entities;
5111 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5113 type = LIGHTTYPE_MINUSX;
5114 origin[0] = origin[1] = origin[2] = 0;
5115 originhack[0] = originhack[1] = originhack[2] = 0;
5116 angles[0] = angles[1] = angles[2] = 0;
5117 color[0] = color[1] = color[2] = 1;
5118 light[0] = light[1] = light[2] = 1;light[3] = 300;
5119 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5129 if (!COM_ParseToken_Simple(&data, false, false))
5131 if (com_token[0] == '}')
5132 break; // end of entity
5133 if (com_token[0] == '_')
5134 strlcpy(key, com_token + 1, sizeof(key));
5136 strlcpy(key, com_token, sizeof(key));
5137 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5138 key[strlen(key)-1] = 0;
5139 if (!COM_ParseToken_Simple(&data, false, false))
5141 strlcpy(value, com_token, sizeof(value));
5143 // now that we have the key pair worked out...
5144 if (!strcmp("light", key))
5146 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5150 light[0] = vec[0] * (1.0f / 256.0f);
5151 light[1] = vec[0] * (1.0f / 256.0f);
5152 light[2] = vec[0] * (1.0f / 256.0f);
5158 light[0] = vec[0] * (1.0f / 255.0f);
5159 light[1] = vec[1] * (1.0f / 255.0f);
5160 light[2] = vec[2] * (1.0f / 255.0f);
5164 else if (!strcmp("delay", key))
5166 else if (!strcmp("origin", key))
5167 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5168 else if (!strcmp("angle", key))
5169 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5170 else if (!strcmp("angles", key))
5171 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5172 else if (!strcmp("color", key))
5173 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5174 else if (!strcmp("wait", key))
5175 fadescale = atof(value);
5176 else if (!strcmp("classname", key))
5178 if (!strncmp(value, "light", 5))
5181 if (!strcmp(value, "light_fluoro"))
5186 overridecolor[0] = 1;
5187 overridecolor[1] = 1;
5188 overridecolor[2] = 1;
5190 if (!strcmp(value, "light_fluorospark"))
5195 overridecolor[0] = 1;
5196 overridecolor[1] = 1;
5197 overridecolor[2] = 1;
5199 if (!strcmp(value, "light_globe"))
5204 overridecolor[0] = 1;
5205 overridecolor[1] = 0.8;
5206 overridecolor[2] = 0.4;
5208 if (!strcmp(value, "light_flame_large_yellow"))
5213 overridecolor[0] = 1;
5214 overridecolor[1] = 0.5;
5215 overridecolor[2] = 0.1;
5217 if (!strcmp(value, "light_flame_small_yellow"))
5222 overridecolor[0] = 1;
5223 overridecolor[1] = 0.5;
5224 overridecolor[2] = 0.1;
5226 if (!strcmp(value, "light_torch_small_white"))
5231 overridecolor[0] = 1;
5232 overridecolor[1] = 0.5;
5233 overridecolor[2] = 0.1;
5235 if (!strcmp(value, "light_torch_small_walltorch"))
5240 overridecolor[0] = 1;
5241 overridecolor[1] = 0.5;
5242 overridecolor[2] = 0.1;
5246 else if (!strcmp("style", key))
5247 style = atoi(value);
5248 else if (!strcmp("skin", key))
5249 skin = (int)atof(value);
5250 else if (!strcmp("pflags", key))
5251 pflags = (int)atof(value);
5252 //else if (!strcmp("effects", key))
5253 // effects = (int)atof(value);
5254 else if (cl.worldmodel->type == mod_brushq3)
5256 if (!strcmp("scale", key))
5257 lightscale = atof(value);
5258 if (!strcmp("fade", key))
5259 fadescale = atof(value);
5264 if (lightscale <= 0)
5268 if (color[0] == color[1] && color[0] == color[2])
5270 color[0] *= overridecolor[0];
5271 color[1] *= overridecolor[1];
5272 color[2] *= overridecolor[2];
5274 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5275 color[0] = color[0] * light[0];
5276 color[1] = color[1] * light[1];
5277 color[2] = color[2] * light[2];
5280 case LIGHTTYPE_MINUSX:
5282 case LIGHTTYPE_RECIPX:
5284 VectorScale(color, (1.0f / 16.0f), color);
5286 case LIGHTTYPE_RECIPXX:
5288 VectorScale(color, (1.0f / 16.0f), color);
5291 case LIGHTTYPE_NONE:
5295 case LIGHTTYPE_MINUSXX:
5298 VectorAdd(origin, originhack, origin);
5300 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);
5303 Mem_Free(entfiledata);
5307 void R_Shadow_SetCursorLocationForView(void)
5310 vec3_t dest, endpos;
5312 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5313 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5314 if (trace.fraction < 1)
5316 dist = trace.fraction * r_editlights_cursordistance.value;
5317 push = r_editlights_cursorpushback.value;
5321 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5322 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5326 VectorClear( endpos );
5328 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5329 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5330 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5333 void R_Shadow_UpdateWorldLightSelection(void)
5335 if (r_editlights.integer)
5337 R_Shadow_SetCursorLocationForView();
5338 R_Shadow_SelectLightInView();
5341 R_Shadow_SelectLight(NULL);
5344 void R_Shadow_EditLights_Clear_f(void)
5346 R_Shadow_ClearWorldLights();
5349 void R_Shadow_EditLights_Reload_f(void)
5353 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
5354 R_Shadow_ClearWorldLights();
5355 R_Shadow_LoadWorldLights();
5356 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5358 R_Shadow_LoadLightsFile();
5359 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5360 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5364 void R_Shadow_EditLights_Save_f(void)
5368 R_Shadow_SaveWorldLights();
5371 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5373 R_Shadow_ClearWorldLights();
5374 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5377 void R_Shadow_EditLights_ImportLightsFile_f(void)
5379 R_Shadow_ClearWorldLights();
5380 R_Shadow_LoadLightsFile();
5383 void R_Shadow_EditLights_Spawn_f(void)
5386 if (!r_editlights.integer)
5388 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5391 if (Cmd_Argc() != 1)
5393 Con_Print("r_editlights_spawn does not take parameters\n");
5396 color[0] = color[1] = color[2] = 1;
5397 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5400 void R_Shadow_EditLights_Edit_f(void)
5402 vec3_t origin, angles, color;
5403 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5404 int style, shadows, flags, normalmode, realtimemode;
5405 char cubemapname[MAX_INPUTLINE];
5406 if (!r_editlights.integer)
5408 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5411 if (!r_shadow_selectedlight)
5413 Con_Print("No selected light.\n");
5416 VectorCopy(r_shadow_selectedlight->origin, origin);
5417 VectorCopy(r_shadow_selectedlight->angles, angles);
5418 VectorCopy(r_shadow_selectedlight->color, color);
5419 radius = r_shadow_selectedlight->radius;
5420 style = r_shadow_selectedlight->style;
5421 if (r_shadow_selectedlight->cubemapname)
5422 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5425 shadows = r_shadow_selectedlight->shadow;
5426 corona = r_shadow_selectedlight->corona;
5427 coronasizescale = r_shadow_selectedlight->coronasizescale;
5428 ambientscale = r_shadow_selectedlight->ambientscale;
5429 diffusescale = r_shadow_selectedlight->diffusescale;
5430 specularscale = r_shadow_selectedlight->specularscale;
5431 flags = r_shadow_selectedlight->flags;
5432 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5433 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5434 if (!strcmp(Cmd_Argv(1), "origin"))
5436 if (Cmd_Argc() != 5)
5438 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5441 origin[0] = atof(Cmd_Argv(2));
5442 origin[1] = atof(Cmd_Argv(3));
5443 origin[2] = atof(Cmd_Argv(4));
5445 else if (!strcmp(Cmd_Argv(1), "originx"))
5447 if (Cmd_Argc() != 3)
5449 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5452 origin[0] = atof(Cmd_Argv(2));
5454 else if (!strcmp(Cmd_Argv(1), "originy"))
5456 if (Cmd_Argc() != 3)
5458 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5461 origin[1] = atof(Cmd_Argv(2));
5463 else if (!strcmp(Cmd_Argv(1), "originz"))
5465 if (Cmd_Argc() != 3)
5467 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5470 origin[2] = atof(Cmd_Argv(2));
5472 else if (!strcmp(Cmd_Argv(1), "move"))
5474 if (Cmd_Argc() != 5)
5476 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5479 origin[0] += atof(Cmd_Argv(2));
5480 origin[1] += atof(Cmd_Argv(3));
5481 origin[2] += atof(Cmd_Argv(4));
5483 else if (!strcmp(Cmd_Argv(1), "movex"))
5485 if (Cmd_Argc() != 3)
5487 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5490 origin[0] += atof(Cmd_Argv(2));
5492 else if (!strcmp(Cmd_Argv(1), "movey"))
5494 if (Cmd_Argc() != 3)
5496 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5499 origin[1] += atof(Cmd_Argv(2));
5501 else if (!strcmp(Cmd_Argv(1), "movez"))
5503 if (Cmd_Argc() != 3)
5505 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5508 origin[2] += atof(Cmd_Argv(2));
5510 else if (!strcmp(Cmd_Argv(1), "angles"))
5512 if (Cmd_Argc() != 5)
5514 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5517 angles[0] = atof(Cmd_Argv(2));
5518 angles[1] = atof(Cmd_Argv(3));
5519 angles[2] = atof(Cmd_Argv(4));
5521 else if (!strcmp(Cmd_Argv(1), "anglesx"))
5523 if (Cmd_Argc() != 3)
5525 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5528 angles[0] = atof(Cmd_Argv(2));
5530 else if (!strcmp(Cmd_Argv(1), "anglesy"))
5532 if (Cmd_Argc() != 3)
5534 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5537 angles[1] = atof(Cmd_Argv(2));
5539 else if (!strcmp(Cmd_Argv(1), "anglesz"))
5541 if (Cmd_Argc() != 3)
5543 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5546 angles[2] = atof(Cmd_Argv(2));
5548 else if (!strcmp(Cmd_Argv(1), "color"))
5550 if (Cmd_Argc() != 5)
5552 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5555 color[0] = atof(Cmd_Argv(2));
5556 color[1] = atof(Cmd_Argv(3));
5557 color[2] = atof(Cmd_Argv(4));
5559 else if (!strcmp(Cmd_Argv(1), "radius"))
5561 if (Cmd_Argc() != 3)
5563 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5566 radius = atof(Cmd_Argv(2));
5568 else if (!strcmp(Cmd_Argv(1), "colorscale"))
5570 if (Cmd_Argc() == 3)
5572 double scale = atof(Cmd_Argv(2));
5579 if (Cmd_Argc() != 5)
5581 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
5584 color[0] *= atof(Cmd_Argv(2));
5585 color[1] *= atof(Cmd_Argv(3));
5586 color[2] *= atof(Cmd_Argv(4));
5589 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5591 if (Cmd_Argc() != 3)
5593 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5596 radius *= atof(Cmd_Argv(2));
5598 else if (!strcmp(Cmd_Argv(1), "style"))
5600 if (Cmd_Argc() != 3)
5602 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5605 style = atoi(Cmd_Argv(2));
5607 else if (!strcmp(Cmd_Argv(1), "cubemap"))
5611 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5614 if (Cmd_Argc() == 3)
5615 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5619 else if (!strcmp(Cmd_Argv(1), "shadows"))
5621 if (Cmd_Argc() != 3)
5623 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5626 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5628 else if (!strcmp(Cmd_Argv(1), "corona"))
5630 if (Cmd_Argc() != 3)
5632 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5635 corona = atof(Cmd_Argv(2));
5637 else if (!strcmp(Cmd_Argv(1), "coronasize"))
5639 if (Cmd_Argc() != 3)
5641 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5644 coronasizescale = atof(Cmd_Argv(2));
5646 else if (!strcmp(Cmd_Argv(1), "ambient"))
5648 if (Cmd_Argc() != 3)
5650 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5653 ambientscale = atof(Cmd_Argv(2));
5655 else if (!strcmp(Cmd_Argv(1), "diffuse"))
5657 if (Cmd_Argc() != 3)
5659 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5662 diffusescale = atof(Cmd_Argv(2));
5664 else if (!strcmp(Cmd_Argv(1), "specular"))
5666 if (Cmd_Argc() != 3)
5668 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5671 specularscale = atof(Cmd_Argv(2));
5673 else if (!strcmp(Cmd_Argv(1), "normalmode"))
5675 if (Cmd_Argc() != 3)
5677 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5680 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5682 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5684 if (Cmd_Argc() != 3)
5686 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5689 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5693 Con_Print("usage: r_editlights_edit [property] [value]\n");
5694 Con_Print("Selected light's properties:\n");
5695 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5696 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5697 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5698 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
5699 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
5700 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
5701 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5702 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
5703 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
5704 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
5705 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
5706 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
5707 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5708 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5711 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5712 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5715 void R_Shadow_EditLights_EditAll_f(void)
5718 dlight_t *light, *oldselected;
5721 if (!r_editlights.integer)
5723 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5727 oldselected = r_shadow_selectedlight;
5728 // EditLights doesn't seem to have a "remove" command or something so:
5729 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5730 for (lightindex = 0;lightindex < range;lightindex++)
5732 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5735 R_Shadow_SelectLight(light);
5736 R_Shadow_EditLights_Edit_f();
5738 // return to old selected (to not mess editing once selection is locked)
5739 R_Shadow_SelectLight(oldselected);
5742 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5744 int lightnumber, lightcount;
5745 size_t lightindex, range;
5749 if (!r_editlights.integer)
5751 x = vid_conwidth.value - 240;
5753 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5756 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5757 for (lightindex = 0;lightindex < range;lightindex++)
5759 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5762 if (light == r_shadow_selectedlight)
5763 lightnumber = lightindex;
5766 dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5767 dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5769 if (r_shadow_selectedlight == NULL)
5771 dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5772 dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5773 dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5774 dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5775 dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5776 dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5777 dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5778 dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5779 dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5780 dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5781 dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5782 dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5783 dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5784 dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5785 dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5788 void R_Shadow_EditLights_ToggleShadow_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_ToggleCorona_f(void)
5805 if (!r_editlights.integer)
5807 Con_Print("Cannot spawn 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_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);
5818 void R_Shadow_EditLights_Remove_f(void)
5820 if (!r_editlights.integer)
5822 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
5825 if (!r_shadow_selectedlight)
5827 Con_Print("No selected light.\n");
5830 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5831 r_shadow_selectedlight = NULL;
5834 void R_Shadow_EditLights_Help_f(void)
5837 "Documentation on r_editlights system:\n"
5839 "r_editlights : enable/disable editing mode\n"
5840 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5841 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5842 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5843 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5844 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5846 "r_editlights_help : this help\n"
5847 "r_editlights_clear : remove all lights\n"
5848 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5849 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
5850 "r_editlights_save : save to .rtlights file\n"
5851 "r_editlights_spawn : create a light with default settings\n"
5852 "r_editlights_edit command : edit selected light - more documentation below\n"
5853 "r_editlights_remove : remove selected light\n"
5854 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5855 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5856 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5858 "origin x y z : set light location\n"
5859 "originx x: set x component of light location\n"
5860 "originy y: set y component of light location\n"
5861 "originz z: set z component of light location\n"
5862 "move x y z : adjust light location\n"
5863 "movex x: adjust x component of light location\n"
5864 "movey y: adjust y component of light location\n"
5865 "movez z: adjust z component of light location\n"
5866 "angles x y z : set light angles\n"
5867 "anglesx x: set x component of light angles\n"
5868 "anglesy y: set y component of light angles\n"
5869 "anglesz z: set z component of light angles\n"
5870 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5871 "radius radius : set radius (size) of light\n"
5872 "colorscale grey : multiply color of light (1 does nothing)\n"
5873 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5874 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5875 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5876 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5877 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5878 "shadows 1/0 : turn on/off shadows\n"
5879 "corona n : set corona intensity\n"
5880 "coronasize n : set corona size (0-1)\n"
5881 "ambient n : set ambient intensity (0-1)\n"
5882 "diffuse n : set diffuse intensity (0-1)\n"
5883 "specular n : set specular intensity (0-1)\n"
5884 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
5885 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
5886 "<nothing> : print light properties to console\n"
5890 void R_Shadow_EditLights_CopyInfo_f(void)
5892 if (!r_editlights.integer)
5894 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
5897 if (!r_shadow_selectedlight)
5899 Con_Print("No selected light.\n");
5902 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
5903 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
5904 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
5905 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
5906 if (r_shadow_selectedlight->cubemapname)
5907 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
5909 r_shadow_bufferlight.cubemapname[0] = 0;
5910 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
5911 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
5912 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
5913 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
5914 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
5915 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
5916 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
5919 void R_Shadow_EditLights_PasteInfo_f(void)
5921 if (!r_editlights.integer)
5923 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
5926 if (!r_shadow_selectedlight)
5928 Con_Print("No selected light.\n");
5931 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);
5934 void R_Shadow_EditLights_Lock_f(void)
5936 if (!r_editlights.integer)
5938 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
5941 if (r_editlights_lockcursor)
5943 r_editlights_lockcursor = false;
5946 if (!r_shadow_selectedlight)
5948 Con_Print("No selected light to lock on.\n");
5951 r_editlights_lockcursor = true;
5954 void R_Shadow_EditLights_Init(void)
5956 Cvar_RegisterVariable(&r_editlights);
5957 Cvar_RegisterVariable(&r_editlights_cursordistance);
5958 Cvar_RegisterVariable(&r_editlights_cursorpushback);
5959 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
5960 Cvar_RegisterVariable(&r_editlights_cursorgrid);
5961 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
5962 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
5963 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
5964 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)");
5965 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
5966 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
5967 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
5968 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)");
5969 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
5970 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
5971 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
5972 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
5973 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
5974 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
5975 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)");
5976 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
5982 =============================================================================
5986 =============================================================================
5989 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
5991 VectorClear(diffusecolor);
5992 VectorClear(diffusenormal);
5994 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
5996 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
5997 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
6000 VectorSet(ambientcolor, 1, 1, 1);
6007 for (i = 0;i < r_refdef.scene.numlights;i++)
6009 light = r_refdef.scene.lights[i];
6010 Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
6011 f = 1 - VectorLength2(v);
6012 if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
6013 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);