3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 #define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
145 extern void R_Shadow_EditLights_Init(void);
147 typedef enum r_shadow_rendermode_e
149 R_SHADOW_RENDERMODE_NONE,
150 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
151 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
152 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
153 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
154 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
155 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
156 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
157 R_SHADOW_RENDERMODE_LIGHT_DOT3,
158 R_SHADOW_RENDERMODE_LIGHT_GLSL,
159 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
160 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
161 R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
162 R_SHADOW_RENDERMODE_SHADOWMAP2D,
163 R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
165 r_shadow_rendermode_t;
167 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
168 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
169 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
170 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
171 qboolean r_shadow_usingshadowmaprect;
172 qboolean r_shadow_usingshadowmap2d;
173 qboolean r_shadow_usingshadowmapcube;
174 float r_shadow_shadowmap_texturescale[2];
175 float r_shadow_shadowmap_parameters[4];
176 int r_shadow_drawbuffer;
177 int r_shadow_readbuffer;
178 GLuint r_shadow_fborectangle;
179 GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS][6];
180 GLuint r_shadow_fbo2d;
181 int r_shadow_shadowmode;
182 int r_shadow_shadowmapfilterquality;
183 int r_shadow_shadowmaptexturetype;
184 int r_shadow_shadowmapmaxsize;
185 qboolean r_shadow_shadowmapvsdct;
186 qboolean r_shadow_shadowmapsampler;
187 int r_shadow_shadowmappcf;
188 int r_shadow_shadowmapborder;
189 int r_shadow_lightscissor[4];
191 int maxshadowtriangles;
194 int maxshadowvertices;
195 float *shadowvertex3f;
208 int r_shadow_buffer_numleafpvsbytes;
209 unsigned char *r_shadow_buffer_visitingleafpvs;
210 unsigned char *r_shadow_buffer_leafpvs;
211 int *r_shadow_buffer_leaflist;
213 int r_shadow_buffer_numsurfacepvsbytes;
214 unsigned char *r_shadow_buffer_surfacepvs;
215 int *r_shadow_buffer_surfacelist;
217 int r_shadow_buffer_numshadowtrispvsbytes;
218 unsigned char *r_shadow_buffer_shadowtrispvs;
219 int r_shadow_buffer_numlighttrispvsbytes;
220 unsigned char *r_shadow_buffer_lighttrispvs;
222 rtexturepool_t *r_shadow_texturepool;
223 rtexture_t *r_shadow_attenuationgradienttexture;
224 rtexture_t *r_shadow_attenuation2dtexture;
225 rtexture_t *r_shadow_attenuation3dtexture;
226 rtexture_t *r_shadow_lightcorona;
227 rtexture_t *r_shadow_shadowmaprectangletexture;
228 rtexture_t *r_shadow_shadowmap2dtexture;
229 rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
230 rtexture_t *r_shadow_shadowmapvsdcttexture;
231 int r_shadow_shadowmapsize; // changes for each light based on distance
232 int r_shadow_shadowmaplod; // changes for each light based on distance
234 // lights are reloaded when this changes
235 char r_shadow_mapname[MAX_QPATH];
237 // used only for light filters (cubemaps)
238 rtexturepool_t *r_shadow_filters_texturepool;
240 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"};
241 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"};
242 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
243 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
244 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)"};
245 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"};
246 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
247 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
248 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
249 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
250 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
251 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
252 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
253 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
254 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
255 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)"};
256 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
257 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
258 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
259 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
260 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)"};
261 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"};
262 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
263 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
264 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"};
265 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
266 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
267 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)"};
268 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"};
269 cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "0", "shadowmap texture types: 0 = auto-select, 1 = 2D, 2 = rectangle, 3 = cubemap"};
270 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)"};
271 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
272 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
273 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
274 cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
275 cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
276 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
277 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
278 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
279 cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
280 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
281 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)"};
282 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
283 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
284 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"};
285 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
286 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
287 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
288 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
289 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
290 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
291 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
292 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
293 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
294 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
296 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
297 #define ATTENTABLESIZE 256
298 // 1D gradient, 2D circle and 3D sphere attenuation textures
299 #define ATTEN1DSIZE 32
300 #define ATTEN2DSIZE 64
301 #define ATTEN3DSIZE 32
303 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
304 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
305 static float r_shadow_attentable[ATTENTABLESIZE+1];
307 rtlight_t *r_shadow_compilingrtlight;
308 static memexpandablearray_t r_shadow_worldlightsarray;
309 dlight_t *r_shadow_selectedlight;
310 dlight_t r_shadow_bufferlight;
311 vec3_t r_editlights_cursorlocation;
313 extern int con_vislines;
315 typedef struct cubemapinfo_s
322 #define MAX_CUBEMAPS 256
323 static int numcubemaps;
324 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
326 void R_Shadow_UncompileWorldLights(void);
327 void R_Shadow_ClearWorldLights(void);
328 void R_Shadow_SaveWorldLights(void);
329 void R_Shadow_LoadWorldLights(void);
330 void R_Shadow_LoadLightsFile(void);
331 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
332 void R_Shadow_EditLights_Reload_f(void);
333 void R_Shadow_ValidateCvars(void);
334 static void R_Shadow_MakeTextures(void);
336 // VorteX: custom editor light sprites
337 #define EDLIGHTSPRSIZE 8
338 cachepic_t *r_editlights_sprcursor;
339 cachepic_t *r_editlights_sprlight;
340 cachepic_t *r_editlights_sprnoshadowlight;
341 cachepic_t *r_editlights_sprcubemaplight;
342 cachepic_t *r_editlights_sprcubemapnoshadowlight;
343 cachepic_t *r_editlights_sprselection;
345 void R_Shadow_SetShadowMode(void)
347 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, 2048);
348 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
349 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
350 r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
351 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
352 r_shadow_shadowmaplod = -1;
353 r_shadow_shadowmapsampler = false;
354 r_shadow_shadowmappcf = 0;
355 r_shadow_shadowmode = 0;
356 if(r_shadow_shadowmapping.integer)
358 if(r_shadow_shadowmapfilterquality < 0)
360 if(strstr(gl_vendor, "NVIDIA"))
362 r_shadow_shadowmapsampler = gl_support_arb_shadow;
363 r_shadow_shadowmappcf = 1;
365 else if(gl_support_amd_texture_texture4 || gl_support_arb_texture_gather)
366 r_shadow_shadowmappcf = 1;
367 else if(strstr(gl_vendor, "ATI"))
368 r_shadow_shadowmappcf = 1;
370 r_shadow_shadowmapsampler = gl_support_arb_shadow;
374 switch (r_shadow_shadowmapfilterquality)
377 r_shadow_shadowmapsampler = gl_support_arb_shadow;
380 r_shadow_shadowmapsampler = gl_support_arb_shadow;
381 r_shadow_shadowmappcf = 1;
384 r_shadow_shadowmappcf = 1;
387 r_shadow_shadowmappcf = 2;
391 r_shadow_shadowmode = r_shadow_shadowmaptexturetype;
392 if(r_shadow_shadowmode <= 0)
394 if((gl_support_amd_texture_texture4 || gl_support_arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
395 r_shadow_shadowmode = 1;
396 else if(gl_texturerectangle)
397 r_shadow_shadowmode = 2;
399 r_shadow_shadowmode = 1;
404 void R_Shadow_FreeShadowMaps(void)
408 R_Shadow_SetShadowMode();
410 if (r_shadow_fborectangle)
411 qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);
412 r_shadow_fborectangle = 0;
416 qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);
419 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
420 if (r_shadow_fbocubeside[i][0])
421 qglDeleteFramebuffersEXT(6, r_shadow_fbocubeside[i]);
422 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
425 if (r_shadow_shadowmaprectangletexture)
426 R_FreeTexture(r_shadow_shadowmaprectangletexture);
427 r_shadow_shadowmaprectangletexture = NULL;
429 if (r_shadow_shadowmap2dtexture)
430 R_FreeTexture(r_shadow_shadowmap2dtexture);
431 r_shadow_shadowmap2dtexture = NULL;
433 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
434 if (r_shadow_shadowmapcubetexture[i])
435 R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
436 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
438 if (r_shadow_shadowmapvsdcttexture)
439 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
440 r_shadow_shadowmapvsdcttexture = NULL;
445 void r_shadow_start(void)
447 // allocate vertex processing arrays
449 r_shadow_attenuationgradienttexture = NULL;
450 r_shadow_attenuation2dtexture = NULL;
451 r_shadow_attenuation3dtexture = NULL;
452 r_shadow_shadowmode = 0;
453 r_shadow_shadowmaprectangletexture = NULL;
454 r_shadow_shadowmap2dtexture = NULL;
455 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
456 r_shadow_shadowmapvsdcttexture = NULL;
457 r_shadow_shadowmapmaxsize = 0;
458 r_shadow_shadowmapsize = 0;
459 r_shadow_shadowmaplod = 0;
460 r_shadow_shadowmapfilterquality = 0;
461 r_shadow_shadowmaptexturetype = 0;
462 r_shadow_shadowmapvsdct = false;
463 r_shadow_shadowmapsampler = false;
464 r_shadow_shadowmappcf = 0;
465 r_shadow_fborectangle = 0;
467 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
469 R_Shadow_FreeShadowMaps();
471 r_shadow_texturepool = NULL;
472 r_shadow_filters_texturepool = NULL;
473 R_Shadow_ValidateCvars();
474 R_Shadow_MakeTextures();
475 maxshadowtriangles = 0;
476 shadowelements = NULL;
477 maxshadowvertices = 0;
478 shadowvertex3f = NULL;
486 shadowmarklist = NULL;
488 r_shadow_buffer_numleafpvsbytes = 0;
489 r_shadow_buffer_visitingleafpvs = NULL;
490 r_shadow_buffer_leafpvs = NULL;
491 r_shadow_buffer_leaflist = NULL;
492 r_shadow_buffer_numsurfacepvsbytes = 0;
493 r_shadow_buffer_surfacepvs = NULL;
494 r_shadow_buffer_surfacelist = NULL;
495 r_shadow_buffer_numshadowtrispvsbytes = 0;
496 r_shadow_buffer_shadowtrispvs = NULL;
497 r_shadow_buffer_numlighttrispvsbytes = 0;
498 r_shadow_buffer_lighttrispvs = NULL;
501 void r_shadow_shutdown(void)
504 R_Shadow_UncompileWorldLights();
506 R_Shadow_FreeShadowMaps();
510 r_shadow_attenuationgradienttexture = NULL;
511 r_shadow_attenuation2dtexture = NULL;
512 r_shadow_attenuation3dtexture = NULL;
513 R_FreeTexturePool(&r_shadow_texturepool);
514 R_FreeTexturePool(&r_shadow_filters_texturepool);
515 maxshadowtriangles = 0;
517 Mem_Free(shadowelements);
518 shadowelements = NULL;
520 Mem_Free(shadowvertex3f);
521 shadowvertex3f = NULL;
524 Mem_Free(vertexupdate);
527 Mem_Free(vertexremap);
533 Mem_Free(shadowmark);
536 Mem_Free(shadowmarklist);
537 shadowmarklist = NULL;
539 r_shadow_buffer_numleafpvsbytes = 0;
540 if (r_shadow_buffer_visitingleafpvs)
541 Mem_Free(r_shadow_buffer_visitingleafpvs);
542 r_shadow_buffer_visitingleafpvs = NULL;
543 if (r_shadow_buffer_leafpvs)
544 Mem_Free(r_shadow_buffer_leafpvs);
545 r_shadow_buffer_leafpvs = NULL;
546 if (r_shadow_buffer_leaflist)
547 Mem_Free(r_shadow_buffer_leaflist);
548 r_shadow_buffer_leaflist = NULL;
549 r_shadow_buffer_numsurfacepvsbytes = 0;
550 if (r_shadow_buffer_surfacepvs)
551 Mem_Free(r_shadow_buffer_surfacepvs);
552 r_shadow_buffer_surfacepvs = NULL;
553 if (r_shadow_buffer_surfacelist)
554 Mem_Free(r_shadow_buffer_surfacelist);
555 r_shadow_buffer_surfacelist = NULL;
556 r_shadow_buffer_numshadowtrispvsbytes = 0;
557 if (r_shadow_buffer_shadowtrispvs)
558 Mem_Free(r_shadow_buffer_shadowtrispvs);
559 r_shadow_buffer_numlighttrispvsbytes = 0;
560 if (r_shadow_buffer_lighttrispvs)
561 Mem_Free(r_shadow_buffer_lighttrispvs);
564 void r_shadow_newmap(void)
566 if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
567 R_Shadow_EditLights_Reload_f();
570 void R_Shadow_Help_f(void)
573 "Documentation on r_shadow system:\n"
575 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
576 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
577 "r_shadow_debuglight : render only this light number (-1 = all)\n"
578 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
579 "r_shadow_gloss2intensity : brightness of forced gloss\n"
580 "r_shadow_glossintensity : brightness of textured gloss\n"
581 "r_shadow_lightattenuationlinearscale : used to generate attenuation texture\n"
582 "r_shadow_lightattenuationdividebias : used to generate attenuation texture\n"
583 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
584 "r_shadow_lightradiusscale : scale rendering radius of all lights\n"
585 "r_shadow_portallight : use portal visibility for static light precomputation\n"
586 "r_shadow_projectdistance : shadow volume projection distance\n"
587 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
588 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
589 "r_shadow_realtime_world : use high quality world lighting mode\n"
590 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
591 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
592 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
593 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
594 "r_shadow_scissor : use scissor optimization\n"
595 "r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
596 "r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
597 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
598 "r_showlighting : useful for performance testing; bright = slow!\n"
599 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
601 "r_shadow_help : this help\n"
605 void R_Shadow_Init(void)
607 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
608 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
609 Cvar_RegisterVariable(&r_shadow_usenormalmap);
610 Cvar_RegisterVariable(&r_shadow_debuglight);
611 Cvar_RegisterVariable(&r_shadow_gloss);
612 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
613 Cvar_RegisterVariable(&r_shadow_glossintensity);
614 Cvar_RegisterVariable(&r_shadow_glossexponent);
615 Cvar_RegisterVariable(&r_shadow_glossexact);
616 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
617 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
618 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
619 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
620 Cvar_RegisterVariable(&r_shadow_portallight);
621 Cvar_RegisterVariable(&r_shadow_projectdistance);
622 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
623 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
624 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
625 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
626 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
627 Cvar_RegisterVariable(&r_shadow_realtime_world);
628 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
629 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
630 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
631 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
632 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
633 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
634 Cvar_RegisterVariable(&r_shadow_scissor);
635 Cvar_RegisterVariable(&r_shadow_shadowmapping);
636 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
637 Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
638 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
639 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
640 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
641 Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
642 Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
643 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
644 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
645 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
646 Cvar_RegisterVariable(&r_shadow_culltriangles);
647 Cvar_RegisterVariable(&r_shadow_polygonfactor);
648 Cvar_RegisterVariable(&r_shadow_polygonoffset);
649 Cvar_RegisterVariable(&r_shadow_texture3d);
650 Cvar_RegisterVariable(&r_coronas);
651 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
652 Cvar_RegisterVariable(&r_coronas_occlusionquery);
653 Cvar_RegisterVariable(&gl_flashblend);
654 Cvar_RegisterVariable(&gl_ext_separatestencil);
655 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
656 if (gamemode == GAME_TENEBRAE)
658 Cvar_SetValue("r_shadow_gloss", 2);
659 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
661 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
662 R_Shadow_EditLights_Init();
663 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
664 maxshadowtriangles = 0;
665 shadowelements = NULL;
666 maxshadowvertices = 0;
667 shadowvertex3f = NULL;
675 shadowmarklist = NULL;
677 r_shadow_buffer_numleafpvsbytes = 0;
678 r_shadow_buffer_visitingleafpvs = NULL;
679 r_shadow_buffer_leafpvs = NULL;
680 r_shadow_buffer_leaflist = NULL;
681 r_shadow_buffer_numsurfacepvsbytes = 0;
682 r_shadow_buffer_surfacepvs = NULL;
683 r_shadow_buffer_surfacelist = NULL;
684 r_shadow_buffer_shadowtrispvs = NULL;
685 r_shadow_buffer_lighttrispvs = NULL;
686 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
689 matrix4x4_t matrix_attenuationxyz =
692 {0.5, 0.0, 0.0, 0.5},
693 {0.0, 0.5, 0.0, 0.5},
694 {0.0, 0.0, 0.5, 0.5},
699 matrix4x4_t matrix_attenuationz =
702 {0.0, 0.0, 0.5, 0.5},
703 {0.0, 0.0, 0.0, 0.5},
704 {0.0, 0.0, 0.0, 0.5},
709 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
711 // make sure shadowelements is big enough for this volume
712 if (maxshadowtriangles < numtriangles)
714 maxshadowtriangles = numtriangles;
716 Mem_Free(shadowelements);
717 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
719 // make sure shadowvertex3f is big enough for this volume
720 if (maxshadowvertices < numvertices)
722 maxshadowvertices = numvertices;
724 Mem_Free(shadowvertex3f);
725 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
729 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
731 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
732 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
733 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
734 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
735 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
737 if (r_shadow_buffer_visitingleafpvs)
738 Mem_Free(r_shadow_buffer_visitingleafpvs);
739 if (r_shadow_buffer_leafpvs)
740 Mem_Free(r_shadow_buffer_leafpvs);
741 if (r_shadow_buffer_leaflist)
742 Mem_Free(r_shadow_buffer_leaflist);
743 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
744 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
745 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
746 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
748 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
750 if (r_shadow_buffer_surfacepvs)
751 Mem_Free(r_shadow_buffer_surfacepvs);
752 if (r_shadow_buffer_surfacelist)
753 Mem_Free(r_shadow_buffer_surfacelist);
754 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
755 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
756 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
758 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
760 if (r_shadow_buffer_shadowtrispvs)
761 Mem_Free(r_shadow_buffer_shadowtrispvs);
762 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
763 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
765 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
767 if (r_shadow_buffer_lighttrispvs)
768 Mem_Free(r_shadow_buffer_lighttrispvs);
769 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
770 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
774 void R_Shadow_PrepareShadowMark(int numtris)
776 // make sure shadowmark is big enough for this volume
777 if (maxshadowmark < numtris)
779 maxshadowmark = numtris;
781 Mem_Free(shadowmark);
783 Mem_Free(shadowmarklist);
784 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
785 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
789 // if shadowmarkcount wrapped we clear the array and adjust accordingly
790 if (shadowmarkcount == 0)
793 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
798 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)
801 int outtriangles = 0, outvertices = 0;
804 float ratio, direction[3], projectvector[3];
806 if (projectdirection)
807 VectorScale(projectdirection, projectdistance, projectvector);
809 VectorClear(projectvector);
811 // create the vertices
812 if (projectdirection)
814 for (i = 0;i < numshadowmarktris;i++)
816 element = inelement3i + shadowmarktris[i] * 3;
817 for (j = 0;j < 3;j++)
819 if (vertexupdate[element[j]] != vertexupdatenum)
821 vertexupdate[element[j]] = vertexupdatenum;
822 vertexremap[element[j]] = outvertices;
823 vertex = invertex3f + element[j] * 3;
824 // project one copy of the vertex according to projectvector
825 VectorCopy(vertex, outvertex3f);
826 VectorAdd(vertex, projectvector, (outvertex3f + 3));
835 for (i = 0;i < numshadowmarktris;i++)
837 element = inelement3i + shadowmarktris[i] * 3;
838 for (j = 0;j < 3;j++)
840 if (vertexupdate[element[j]] != vertexupdatenum)
842 vertexupdate[element[j]] = vertexupdatenum;
843 vertexremap[element[j]] = outvertices;
844 vertex = invertex3f + element[j] * 3;
845 // project one copy of the vertex to the sphere radius of the light
846 // (FIXME: would projecting it to the light box be better?)
847 VectorSubtract(vertex, projectorigin, direction);
848 ratio = projectdistance / VectorLength(direction);
849 VectorCopy(vertex, outvertex3f);
850 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
858 if (r_shadow_frontsidecasting.integer)
860 for (i = 0;i < numshadowmarktris;i++)
862 int remappedelement[3];
864 const int *neighbortriangle;
866 markindex = shadowmarktris[i] * 3;
867 element = inelement3i + markindex;
868 neighbortriangle = inneighbor3i + markindex;
869 // output the front and back triangles
870 outelement3i[0] = vertexremap[element[0]];
871 outelement3i[1] = vertexremap[element[1]];
872 outelement3i[2] = vertexremap[element[2]];
873 outelement3i[3] = vertexremap[element[2]] + 1;
874 outelement3i[4] = vertexremap[element[1]] + 1;
875 outelement3i[5] = vertexremap[element[0]] + 1;
879 // output the sides (facing outward from this triangle)
880 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
882 remappedelement[0] = vertexremap[element[0]];
883 remappedelement[1] = vertexremap[element[1]];
884 outelement3i[0] = remappedelement[1];
885 outelement3i[1] = remappedelement[0];
886 outelement3i[2] = remappedelement[0] + 1;
887 outelement3i[3] = remappedelement[1];
888 outelement3i[4] = remappedelement[0] + 1;
889 outelement3i[5] = remappedelement[1] + 1;
894 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
896 remappedelement[1] = vertexremap[element[1]];
897 remappedelement[2] = vertexremap[element[2]];
898 outelement3i[0] = remappedelement[2];
899 outelement3i[1] = remappedelement[1];
900 outelement3i[2] = remappedelement[1] + 1;
901 outelement3i[3] = remappedelement[2];
902 outelement3i[4] = remappedelement[1] + 1;
903 outelement3i[5] = remappedelement[2] + 1;
908 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
910 remappedelement[0] = vertexremap[element[0]];
911 remappedelement[2] = vertexremap[element[2]];
912 outelement3i[0] = remappedelement[0];
913 outelement3i[1] = remappedelement[2];
914 outelement3i[2] = remappedelement[2] + 1;
915 outelement3i[3] = remappedelement[0];
916 outelement3i[4] = remappedelement[2] + 1;
917 outelement3i[5] = remappedelement[0] + 1;
926 for (i = 0;i < numshadowmarktris;i++)
928 int remappedelement[3];
930 const int *neighbortriangle;
932 markindex = shadowmarktris[i] * 3;
933 element = inelement3i + markindex;
934 neighbortriangle = inneighbor3i + markindex;
935 // output the front and back triangles
936 outelement3i[0] = vertexremap[element[2]];
937 outelement3i[1] = vertexremap[element[1]];
938 outelement3i[2] = vertexremap[element[0]];
939 outelement3i[3] = vertexremap[element[0]] + 1;
940 outelement3i[4] = vertexremap[element[1]] + 1;
941 outelement3i[5] = vertexremap[element[2]] + 1;
945 // output the sides (facing outward from this triangle)
946 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
948 remappedelement[0] = vertexremap[element[0]];
949 remappedelement[1] = vertexremap[element[1]];
950 outelement3i[0] = remappedelement[0];
951 outelement3i[1] = remappedelement[1];
952 outelement3i[2] = remappedelement[1] + 1;
953 outelement3i[3] = remappedelement[0];
954 outelement3i[4] = remappedelement[1] + 1;
955 outelement3i[5] = remappedelement[0] + 1;
960 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
962 remappedelement[1] = vertexremap[element[1]];
963 remappedelement[2] = vertexremap[element[2]];
964 outelement3i[0] = remappedelement[1];
965 outelement3i[1] = remappedelement[2];
966 outelement3i[2] = remappedelement[2] + 1;
967 outelement3i[3] = remappedelement[1];
968 outelement3i[4] = remappedelement[2] + 1;
969 outelement3i[5] = remappedelement[1] + 1;
974 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
976 remappedelement[0] = vertexremap[element[0]];
977 remappedelement[2] = vertexremap[element[2]];
978 outelement3i[0] = remappedelement[2];
979 outelement3i[1] = remappedelement[0];
980 outelement3i[2] = remappedelement[0] + 1;
981 outelement3i[3] = remappedelement[2];
982 outelement3i[4] = remappedelement[0] + 1;
983 outelement3i[5] = remappedelement[2] + 1;
991 *outnumvertices = outvertices;
995 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)
998 int outtriangles = 0, outvertices = 0;
1000 const float *vertex;
1001 float ratio, direction[3], projectvector[3];
1004 if (projectdirection)
1005 VectorScale(projectdirection, projectdistance, projectvector);
1007 VectorClear(projectvector);
1009 for (i = 0;i < numshadowmarktris;i++)
1011 int remappedelement[3];
1013 const int *neighbortriangle;
1015 markindex = shadowmarktris[i] * 3;
1016 neighbortriangle = inneighbor3i + markindex;
1017 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1018 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1019 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1020 if (side[0] + side[1] + side[2] == 0)
1024 element = inelement3i + markindex;
1026 // create the vertices
1027 for (j = 0;j < 3;j++)
1029 if (side[j] + side[j+1] == 0)
1032 if (vertexupdate[k] != vertexupdatenum)
1034 vertexupdate[k] = vertexupdatenum;
1035 vertexremap[k] = outvertices;
1036 vertex = invertex3f + k * 3;
1037 VectorCopy(vertex, outvertex3f);
1038 if (projectdirection)
1040 // project one copy of the vertex according to projectvector
1041 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1045 // project one copy of the vertex to the sphere radius of the light
1046 // (FIXME: would projecting it to the light box be better?)
1047 VectorSubtract(vertex, projectorigin, direction);
1048 ratio = projectdistance / VectorLength(direction);
1049 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1056 // output the sides (facing outward from this triangle)
1059 remappedelement[0] = vertexremap[element[0]];
1060 remappedelement[1] = vertexremap[element[1]];
1061 outelement3i[0] = remappedelement[1];
1062 outelement3i[1] = remappedelement[0];
1063 outelement3i[2] = remappedelement[0] + 1;
1064 outelement3i[3] = remappedelement[1];
1065 outelement3i[4] = remappedelement[0] + 1;
1066 outelement3i[5] = remappedelement[1] + 1;
1073 remappedelement[1] = vertexremap[element[1]];
1074 remappedelement[2] = vertexremap[element[2]];
1075 outelement3i[0] = remappedelement[2];
1076 outelement3i[1] = remappedelement[1];
1077 outelement3i[2] = remappedelement[1] + 1;
1078 outelement3i[3] = remappedelement[2];
1079 outelement3i[4] = remappedelement[1] + 1;
1080 outelement3i[5] = remappedelement[2] + 1;
1087 remappedelement[0] = vertexremap[element[0]];
1088 remappedelement[2] = vertexremap[element[2]];
1089 outelement3i[0] = remappedelement[0];
1090 outelement3i[1] = remappedelement[2];
1091 outelement3i[2] = remappedelement[2] + 1;
1092 outelement3i[3] = remappedelement[0];
1093 outelement3i[4] = remappedelement[2] + 1;
1094 outelement3i[5] = remappedelement[0] + 1;
1101 *outnumvertices = outvertices;
1102 return outtriangles;
1105 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)
1111 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1113 tend = firsttriangle + numtris;
1114 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1116 // surface box entirely inside light box, no box cull
1117 if (projectdirection)
1119 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1121 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1122 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1123 shadowmarklist[numshadowmark++] = t;
1128 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1129 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1130 shadowmarklist[numshadowmark++] = t;
1135 // surface box not entirely inside light box, cull each triangle
1136 if (projectdirection)
1138 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1140 v[0] = invertex3f + e[0] * 3;
1141 v[1] = invertex3f + e[1] * 3;
1142 v[2] = invertex3f + e[2] * 3;
1143 TriangleNormal(v[0], v[1], v[2], normal);
1144 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1145 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1146 shadowmarklist[numshadowmark++] = t;
1151 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1153 v[0] = invertex3f + e[0] * 3;
1154 v[1] = invertex3f + e[1] * 3;
1155 v[2] = invertex3f + e[2] * 3;
1156 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1157 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1158 shadowmarklist[numshadowmark++] = t;
1164 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1169 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1171 // check if the shadow volume intersects the near plane
1173 // a ray between the eye and light origin may intersect the caster,
1174 // indicating that the shadow may touch the eye location, however we must
1175 // test the near plane (a polygon), not merely the eye location, so it is
1176 // easiest to enlarge the caster bounding shape slightly for this.
1182 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)
1184 int i, tris, outverts;
1185 if (projectdistance < 0.1)
1187 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1190 if (!numverts || !nummarktris)
1192 // make sure shadowelements is big enough for this volume
1193 if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
1194 R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
1196 if (maxvertexupdate < numverts)
1198 maxvertexupdate = numverts;
1200 Mem_Free(vertexupdate);
1202 Mem_Free(vertexremap);
1203 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1204 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1205 vertexupdatenum = 0;
1208 if (vertexupdatenum == 0)
1210 vertexupdatenum = 1;
1211 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1212 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1215 for (i = 0;i < nummarktris;i++)
1216 shadowmark[marktris[i]] = shadowmarkcount;
1218 if (r_shadow_compilingrtlight)
1220 // if we're compiling an rtlight, capture the mesh
1221 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1222 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1223 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1224 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1228 // decide which type of shadow to generate and set stencil mode
1229 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1230 // generate the sides or a solid volume, depending on type
1231 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1232 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1234 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1235 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1236 r_refdef.stats.lights_shadowtriangles += tris;
1238 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1239 GL_LockArrays(0, outverts);
1240 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1242 // increment stencil if frontface is infront of depthbuffer
1243 GL_CullFace(r_refdef.view.cullface_front);
1244 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1245 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1246 // decrement stencil if backface is infront of depthbuffer
1247 GL_CullFace(r_refdef.view.cullface_back);
1248 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1250 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1252 // decrement stencil if backface is behind depthbuffer
1253 GL_CullFace(r_refdef.view.cullface_front);
1254 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1255 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1256 // increment stencil if frontface is behind depthbuffer
1257 GL_CullFace(r_refdef.view.cullface_back);
1258 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1260 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1261 GL_LockArrays(0, 0);
1266 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, int vertex3f_bufferobject, int vertex3f_bufferoffset, const int *elements, int nummarktris, const int *marktris)
1268 int i, tris = nummarktris;
1271 if (!numverts || !nummarktris)
1273 // make sure shadowelements is big enough for this mesh
1274 if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
1275 R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
1277 // gather up the (sparse) triangles into one array
1278 outelement3i = shadowelements;
1279 for (i = 0;i < nummarktris;i++)
1281 element = elements + marktris[i] * 3;
1282 outelement3i[0] = element[0];
1283 outelement3i[1] = element[1];
1284 outelement3i[2] = element[2];
1288 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1289 r_refdef.stats.lights_shadowtriangles += tris;
1290 R_Mesh_VertexPointer(vertex3f, vertex3f_bufferobject, vertex3f_bufferoffset);
1291 R_Mesh_Draw(0, numverts, 0, tris, shadowelements, NULL, 0, 0);
1294 static void R_Shadow_MakeTextures_MakeCorona(void)
1298 unsigned char pixels[32][32][4];
1299 for (y = 0;y < 32;y++)
1301 dy = (y - 15.5f) * (1.0f / 16.0f);
1302 for (x = 0;x < 32;x++)
1304 dx = (x - 15.5f) * (1.0f / 16.0f);
1305 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1306 a = bound(0, a, 255);
1307 pixels[y][x][0] = a;
1308 pixels[y][x][1] = a;
1309 pixels[y][x][2] = a;
1310 pixels[y][x][3] = 255;
1313 r_shadow_lightcorona = R_LoadTexture2D(r_shadow_texturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR, NULL);
1316 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1318 float dist = sqrt(x*x+y*y+z*z);
1319 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1320 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1321 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1324 static void R_Shadow_MakeTextures(void)
1327 float intensity, dist;
1329 R_FreeTexturePool(&r_shadow_texturepool);
1330 r_shadow_texturepool = R_AllocTexturePool();
1331 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1332 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1333 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1334 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1335 for (x = 0;x <= ATTENTABLESIZE;x++)
1337 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1338 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1339 r_shadow_attentable[x] = bound(0, intensity, 1);
1341 // 1D gradient texture
1342 for (x = 0;x < ATTEN1DSIZE;x++)
1343 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1344 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1345 // 2D circle texture
1346 for (y = 0;y < ATTEN2DSIZE;y++)
1347 for (x = 0;x < ATTEN2DSIZE;x++)
1348 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);
1349 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1350 // 3D sphere texture
1351 if (r_shadow_texture3d.integer && gl_texture3d)
1353 for (z = 0;z < ATTEN3DSIZE;z++)
1354 for (y = 0;y < ATTEN3DSIZE;y++)
1355 for (x = 0;x < ATTEN3DSIZE;x++)
1356 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));
1357 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1360 r_shadow_attenuation3dtexture = NULL;
1363 R_Shadow_MakeTextures_MakeCorona();
1365 // Editor light sprites
1366 r_editlights_sprcursor = Draw_CachePic ("gfx/editlights/cursor");
1367 r_editlights_sprlight = Draw_CachePic ("gfx/editlights/light");
1368 r_editlights_sprnoshadowlight = Draw_CachePic ("gfx/editlights/noshadow");
1369 r_editlights_sprcubemaplight = Draw_CachePic ("gfx/editlights/cubemaplight");
1370 r_editlights_sprcubemapnoshadowlight = Draw_CachePic ("gfx/editlights/cubemapnoshadowlight");
1371 r_editlights_sprselection = Draw_CachePic ("gfx/editlights/selection");
1374 void R_Shadow_ValidateCvars(void)
1376 if (r_shadow_texture3d.integer && !gl_texture3d)
1377 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1378 if (gl_ext_separatestencil.integer && !gl_support_separatestencil)
1379 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1380 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1381 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1384 void R_Shadow_RenderMode_Begin(void)
1388 R_Shadow_ValidateCvars();
1390 if (!r_shadow_attenuation2dtexture
1391 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1392 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1393 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1394 R_Shadow_MakeTextures();
1397 R_Mesh_ColorPointer(NULL, 0, 0);
1398 R_Mesh_ResetTextureState();
1399 GL_BlendFunc(GL_ONE, GL_ZERO);
1400 GL_DepthRange(0, 1);
1401 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1403 GL_DepthMask(false);
1404 GL_Color(0, 0, 0, 1);
1405 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1407 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1409 if (gl_ext_separatestencil.integer)
1411 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1412 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1414 else if (gl_ext_stenciltwoside.integer)
1416 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1417 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1421 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1422 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1425 if (r_glsl.integer && gl_support_fragment_shader)
1426 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1427 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1428 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1430 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1433 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1434 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1435 r_shadow_drawbuffer = drawbuffer;
1436 r_shadow_readbuffer = readbuffer;
1439 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1441 rsurface.rtlight = rtlight;
1444 void R_Shadow_RenderMode_Reset(void)
1447 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1449 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1451 if (gl_support_ext_framebuffer_object)
1453 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
1455 qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
1456 qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
1457 R_SetViewport(&r_refdef.view.viewport);
1458 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1459 R_Mesh_ColorPointer(NULL, 0, 0);
1460 R_Mesh_ResetTextureState();
1461 GL_DepthRange(0, 1);
1463 GL_DepthMask(false);
1464 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1465 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1466 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1467 qglStencilMask(~0);CHECKGLERROR
1468 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1469 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1470 GL_CullFace(r_refdef.view.cullface_back);
1471 GL_Color(1, 1, 1, 1);
1472 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1473 GL_BlendFunc(GL_ONE, GL_ZERO);
1474 R_SetupGenericShader(false);
1475 r_shadow_usingshadowmaprect = false;
1476 r_shadow_usingshadowmapcube = false;
1477 r_shadow_usingshadowmap2d = false;
1481 void R_Shadow_ClearStencil(void)
1484 GL_Clear(GL_STENCIL_BUFFER_BIT);
1485 r_refdef.stats.lights_clears++;
1488 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
1490 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
1491 if (r_shadow_rendermode == mode)
1494 R_Shadow_RenderMode_Reset();
1495 GL_ColorMask(0, 0, 0, 0);
1496 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1497 R_SetupDepthOrShadowShader();
1498 qglDepthFunc(GL_LESS);CHECKGLERROR
1499 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1500 r_shadow_rendermode = mode;
1505 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
1506 GL_CullFace(GL_NONE);
1507 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1508 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1510 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
1511 GL_CullFace(GL_NONE);
1512 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1513 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1515 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
1516 GL_CullFace(GL_NONE);
1517 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1518 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
1519 qglStencilMask(~0);CHECKGLERROR
1520 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1521 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
1522 qglStencilMask(~0);CHECKGLERROR
1523 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1525 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
1526 GL_CullFace(GL_NONE);
1527 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1528 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
1529 qglStencilMask(~0);CHECKGLERROR
1530 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1531 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
1532 qglStencilMask(~0);CHECKGLERROR
1533 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1538 static void R_Shadow_MakeVSDCT(void)
1540 // maps to a 2x3 texture rectangle with normalized coordinates
1545 // stores abs(dir.xy), offset.xy/2.5
1546 unsigned char data[4*6] =
1548 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
1549 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
1550 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
1551 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
1552 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
1553 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
1555 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_ALWAYSPRECACHE | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
1558 void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
1563 float nearclip, farclip, bias;
1564 r_viewport_t viewport;
1566 maxsize = r_shadow_shadowmapmaxsize;
1567 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
1569 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
1570 r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
1571 r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
1572 if (r_shadow_shadowmode == 1)
1574 // complex unrolled cube approach (more flexible)
1575 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
1576 R_Shadow_MakeVSDCT();
1577 if (!r_shadow_shadowmap2dtexture)
1580 int w = maxsize*2, h = gl_support_arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
1581 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapsampler);
1582 qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
1583 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
1584 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
1588 R_Shadow_RenderMode_Reset();
1589 if (r_shadow_shadowmap2dtexture)
1591 // render depth into the fbo, do not render color at all
1592 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
1593 qglDrawBuffer(GL_NONE);CHECKGLERROR
1594 qglReadBuffer(GL_NONE);CHECKGLERROR
1595 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
1596 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
1598 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
1599 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
1601 R_SetupDepthOrShadowShader();
1605 R_SetupShowDepthShader();
1606 qglClearColor(1,1,1,1);CHECKGLERROR
1608 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
1609 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
1610 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
1611 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
1612 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
1613 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
1615 else if (r_shadow_shadowmode == 2)
1617 // complex unrolled cube approach (more flexible)
1618 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
1619 R_Shadow_MakeVSDCT();
1620 if (!r_shadow_shadowmaprectangletexture)
1623 r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapsampler);
1624 qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
1625 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
1626 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
1630 R_Shadow_RenderMode_Reset();
1631 if (r_shadow_shadowmaprectangletexture)
1633 // render depth into the fbo, do not render color at all
1634 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
1635 qglDrawBuffer(GL_NONE);CHECKGLERROR
1636 qglReadBuffer(GL_NONE);CHECKGLERROR
1637 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
1638 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
1640 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
1641 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
1643 R_SetupDepthOrShadowShader();
1647 R_SetupShowDepthShader();
1648 qglClearColor(1,1,1,1);CHECKGLERROR
1650 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
1651 r_shadow_shadowmap_texturescale[0] = 1.0f;
1652 r_shadow_shadowmap_texturescale[1] = 1.0f;
1653 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
1654 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
1655 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
1657 else if (r_shadow_shadowmode == 3)
1659 // simple cube approach
1660 if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
1663 r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", bound(1, maxsize >> r_shadow_shadowmaplod, 2048), r_shadow_shadowmapsampler);
1664 qglGenFramebuffersEXT(6, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
1665 for (i = 0;i < 6;i++)
1667 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod][i]);CHECKGLERROR
1668 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
1673 R_Shadow_RenderMode_Reset();
1674 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
1676 // render depth into the fbo, do not render color at all
1677 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod][side]);CHECKGLERROR
1678 qglDrawBuffer(GL_NONE);CHECKGLERROR
1679 qglReadBuffer(GL_NONE);CHECKGLERROR
1680 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
1681 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
1683 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
1684 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
1686 R_SetupDepthOrShadowShader();
1690 R_SetupShowDepthShader();
1691 qglClearColor(1,1,1,1);CHECKGLERROR
1693 R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
1694 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
1695 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureWidth(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
1696 r_shadow_shadowmap_parameters[0] = 1.0f;
1697 r_shadow_shadowmap_parameters[1] = 1.0f;
1698 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
1701 R_SetViewport(&viewport);
1702 GL_PolygonOffset(0, 0);
1703 if(r_shadow_shadowmode >= 1 && r_shadow_shadowmode <= 2)
1705 static qboolean cullback[6] = { true, false, true, false, false, true };
1706 GL_CullFace(cullback[side] ? r_refdef.view.cullface_back : r_refdef.view.cullface_front);
1708 else if(r_shadow_shadowmode == 3)
1709 GL_CullFace(r_refdef.view.cullface_back);
1710 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
1713 qglClearDepth(1);CHECKGLERROR
1716 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
1720 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
1723 R_Shadow_RenderMode_Reset();
1724 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1727 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1731 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1732 // only draw light where this geometry was already rendered AND the
1733 // stencil is 128 (values other than this mean shadow)
1734 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
1736 r_shadow_rendermode = r_shadow_lightingrendermode;
1737 // do global setup needed for the chosen lighting mode
1738 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1740 R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter
1741 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
1745 if (r_shadow_shadowmode == 1)
1747 r_shadow_usingshadowmap2d = true;
1748 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, R_GetTexture(r_shadow_shadowmap2dtexture));
1751 else if (r_shadow_shadowmode == 2)
1753 r_shadow_usingshadowmaprect = true;
1754 R_Mesh_TexBindRectangle(GL20TU_SHADOWMAPRECT, R_GetTexture(r_shadow_shadowmaprectangletexture));
1757 else if (r_shadow_shadowmode == 3)
1759 r_shadow_usingshadowmapcube = true;
1760 R_Mesh_TexBindCubeMap(GL20TU_SHADOWMAPCUBE, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]));
1764 if (r_shadow_shadowmapvsdct && (r_shadow_usingshadowmap2d || r_shadow_usingshadowmaprect))
1766 R_Mesh_TexBindCubeMap(GL20TU_CUBEPROJECTION, R_GetTexture(r_shadow_shadowmapvsdcttexture));
1771 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_VERTEX)
1772 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
1773 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1777 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1780 R_Shadow_RenderMode_Reset();
1781 GL_BlendFunc(GL_ONE, GL_ONE);
1782 GL_DepthRange(0, 1);
1783 GL_DepthTest(r_showshadowvolumes.integer < 2);
1784 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
1785 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1786 GL_CullFace(GL_NONE);
1787 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1790 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1793 R_Shadow_RenderMode_Reset();
1794 GL_BlendFunc(GL_ONE, GL_ONE);
1795 GL_DepthRange(0, 1);
1796 GL_DepthTest(r_showlighting.integer < 2);
1797 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
1800 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1804 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1805 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
1807 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1810 void R_Shadow_RenderMode_End(void)
1813 R_Shadow_RenderMode_Reset();
1814 R_Shadow_RenderMode_ActiveLight(NULL);
1816 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1817 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1820 int bboxedges[12][2] =
1839 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1841 int i, ix1, iy1, ix2, iy2;
1842 float x1, y1, x2, y2;
1844 float vertex[20][3];
1853 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
1854 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
1855 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
1856 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
1858 if (!r_shadow_scissor.integer)
1861 // if view is inside the light box, just say yes it's visible
1862 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
1865 x1 = y1 = x2 = y2 = 0;
1867 // transform all corners that are infront of the nearclip plane
1868 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
1869 plane4f[3] = r_refdef.view.frustum[4].dist;
1871 for (i = 0;i < 8;i++)
1873 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
1874 dist[i] = DotProduct4(corner[i], plane4f);
1875 sign[i] = dist[i] > 0;
1878 VectorCopy(corner[i], vertex[numvertices]);
1882 // if some points are behind the nearclip, add clipped edge points to make
1883 // sure that the scissor boundary is complete
1884 if (numvertices > 0 && numvertices < 8)
1886 // add clipped edge points
1887 for (i = 0;i < 12;i++)
1889 j = bboxedges[i][0];
1890 k = bboxedges[i][1];
1891 if (sign[j] != sign[k])
1893 f = dist[j] / (dist[j] - dist[k]);
1894 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
1900 // if we have no points to check, the light is behind the view plane
1904 // if we have some points to transform, check what screen area is covered
1905 x1 = y1 = x2 = y2 = 0;
1907 //Con_Printf("%i vertices to transform...\n", numvertices);
1908 for (i = 0;i < numvertices;i++)
1910 VectorCopy(vertex[i], v);
1911 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
1912 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
1915 if (x1 > v2[0]) x1 = v2[0];
1916 if (x2 < v2[0]) x2 = v2[0];
1917 if (y1 > v2[1]) y1 = v2[1];
1918 if (y2 < v2[1]) y2 = v2[1];
1927 // now convert the scissor rectangle to integer screen coordinates
1928 ix1 = (int)(x1 - 1.0f);
1929 iy1 = vid.height - (int)(y2 - 1.0f);
1930 ix2 = (int)(x2 + 1.0f);
1931 iy2 = vid.height - (int)(y1 + 1.0f);
1932 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1934 // clamp it to the screen
1935 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
1936 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
1937 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
1938 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
1940 // if it is inside out, it's not visible
1941 if (ix2 <= ix1 || iy2 <= iy1)
1944 // the light area is visible, set up the scissor rectangle
1945 r_shadow_lightscissor[0] = ix1;
1946 r_shadow_lightscissor[1] = iy1;
1947 r_shadow_lightscissor[2] = ix2 - ix1;
1948 r_shadow_lightscissor[3] = iy2 - iy1;
1950 r_refdef.stats.lights_scissored++;
1954 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
1956 float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
1957 float *normal3f = rsurface.normal3f + 3 * firstvertex;
1958 float *color4f = rsurface.array_color4f + 4 * firstvertex;
1959 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1960 if (r_textureunits.integer >= 3)
1962 if (VectorLength2(diffusecolor) > 0)
1964 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1966 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1967 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
1968 if ((dot = DotProduct(n, v)) < 0)
1970 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1971 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
1974 VectorCopy(ambientcolor, color4f);
1975 if (r_refdef.fogenabled)
1978 f = FogPoint_Model(vertex3f);
1979 VectorScale(color4f, f, color4f);
1986 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1988 VectorCopy(ambientcolor, color4f);
1989 if (r_refdef.fogenabled)
1992 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
1993 f = FogPoint_Model(vertex3f);
1994 VectorScale(color4f, f, color4f);
2000 else if (r_textureunits.integer >= 2)
2002 if (VectorLength2(diffusecolor) > 0)
2004 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2006 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2007 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2009 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2010 if ((dot = DotProduct(n, v)) < 0)
2012 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2013 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2014 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2015 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2019 color4f[0] = ambientcolor[0] * distintensity;
2020 color4f[1] = ambientcolor[1] * distintensity;
2021 color4f[2] = ambientcolor[2] * distintensity;
2023 if (r_refdef.fogenabled)
2026 f = FogPoint_Model(vertex3f);
2027 VectorScale(color4f, f, color4f);
2031 VectorClear(color4f);
2037 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2039 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2040 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2042 color4f[0] = ambientcolor[0] * distintensity;
2043 color4f[1] = ambientcolor[1] * distintensity;
2044 color4f[2] = ambientcolor[2] * distintensity;
2045 if (r_refdef.fogenabled)
2048 f = FogPoint_Model(vertex3f);
2049 VectorScale(color4f, f, color4f);
2053 VectorClear(color4f);
2060 if (VectorLength2(diffusecolor) > 0)
2062 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2064 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2065 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2067 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2068 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2069 if ((dot = DotProduct(n, v)) < 0)
2071 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2072 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2073 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2074 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2078 color4f[0] = ambientcolor[0] * distintensity;
2079 color4f[1] = ambientcolor[1] * distintensity;
2080 color4f[2] = ambientcolor[2] * distintensity;
2082 if (r_refdef.fogenabled)
2085 f = FogPoint_Model(vertex3f);
2086 VectorScale(color4f, f, color4f);
2090 VectorClear(color4f);
2096 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2098 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2099 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2101 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2102 color4f[0] = ambientcolor[0] * distintensity;
2103 color4f[1] = ambientcolor[1] * distintensity;
2104 color4f[2] = ambientcolor[2] * distintensity;
2105 if (r_refdef.fogenabled)
2108 f = FogPoint_Model(vertex3f);
2109 VectorScale(color4f, f, color4f);
2113 VectorClear(color4f);
2120 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
2122 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
2125 float *out3f = rsurface.array_texcoord3f + 3 * firstvertex;
2126 const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2127 const float *svector3f = rsurface.svector3f + 3 * firstvertex;
2128 const float *tvector3f = rsurface.tvector3f + 3 * firstvertex;
2129 const float *normal3f = rsurface.normal3f + 3 * firstvertex;
2131 for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
2133 VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
2134 // the cubemap normalizes this for us
2135 out3f[0] = DotProduct(svector3f, lightdir);
2136 out3f[1] = DotProduct(tvector3f, lightdir);
2137 out3f[2] = DotProduct(normal3f, lightdir);
2141 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
2144 float *out3f = rsurface.array_texcoord3f + 3 * firstvertex;
2145 const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2146 const float *svector3f = rsurface.svector3f + 3 * firstvertex;
2147 const float *tvector3f = rsurface.tvector3f + 3 * firstvertex;
2148 const float *normal3f = rsurface.normal3f + 3 * firstvertex;
2149 float lightdir[3], eyedir[3], halfdir[3];
2150 for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
2152 VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
2153 VectorNormalize(lightdir);
2154 VectorSubtract(rsurface.modelorg, vertex3f, eyedir);
2155 VectorNormalize(eyedir);
2156 VectorAdd(lightdir, eyedir, halfdir);
2157 // the cubemap normalizes this for us
2158 out3f[0] = DotProduct(svector3f, halfdir);
2159 out3f[1] = DotProduct(tvector3f, halfdir);
2160 out3f[2] = DotProduct(normal3f, halfdir);
2164 static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2166 // used to display how many times a surface is lit for level design purposes
2167 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2170 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2172 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2173 R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
2174 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
2175 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
2177 R_Mesh_ColorPointer(NULL, 0, 0);
2178 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2179 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
2180 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
2181 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
2182 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
2183 if (rsurface.texture->backgroundcurrentskinframe)
2185 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
2186 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
2187 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
2188 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
2190 //R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap));
2191 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
2192 if(rsurface.texture->colormapping)
2194 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
2195 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
2197 R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
2198 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2199 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
2200 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
2201 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
2202 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2204 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2206 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2207 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2209 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2213 static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, float r, float g, float b)
2215 // shared final code for all the dot3 layers
2217 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2218 for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
2220 GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
2221 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2225 static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
2228 // colorscale accounts for how much we multiply the brightness
2231 // mult is how many times the final pass of the lighting will be
2232 // performed to get more brightness than otherwise possible.
2234 // Limit mult to 64 for sanity sake.
2236 if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
2238 // 3 3D combine path (Geforce3, Radeon 8500)
2239 memset(&m, 0, sizeof(m));
2240 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2241 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2242 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2243 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2244 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2245 m.tex[1] = R_GetTexture(basetexture);
2246 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
2247 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
2248 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
2249 m.texmatrix[1] = rsurface.texture->currenttexmatrix;
2250 m.texcubemap[2] = R_GetTexture(rsurface.rtlight->currentcubemap);
2251 m.pointer_texcoord3f[2] = rsurface.vertex3f;
2252 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
2253 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
2254 m.texmatrix[2] = rsurface.entitytolight;
2255 GL_BlendFunc(GL_ONE, GL_ONE);
2257 else if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
2259 // 2 3D combine path (Geforce3, original Radeon)
2260 memset(&m, 0, sizeof(m));
2261 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2262 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2263 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2264 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2265 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2266 m.tex[1] = R_GetTexture(basetexture);
2267 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
2268 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
2269 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
2270 m.texmatrix[1] = rsurface.texture->currenttexmatrix;
2271 GL_BlendFunc(GL_ONE, GL_ONE);
2273 else if (r_textureunits.integer >= 4 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
2275 // 4 2D combine path (Geforce3, Radeon 8500)
2276 memset(&m, 0, sizeof(m));
2277 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2278 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2279 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2280 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2281 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2282 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2283 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2284 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2285 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2286 m.texmatrix[1] = rsurface.entitytoattenuationz;
2287 m.tex[2] = R_GetTexture(basetexture);
2288 m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
2289 m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
2290 m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
2291 m.texmatrix[2] = rsurface.texture->currenttexmatrix;
2292 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2294 m.texcubemap[3] = R_GetTexture(rsurface.rtlight->currentcubemap);
2295 m.pointer_texcoord3f[3] = rsurface.vertex3f;
2296 m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
2297 m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
2298 m.texmatrix[3] = rsurface.entitytolight;
2300 GL_BlendFunc(GL_ONE, GL_ONE);
2302 else if (r_textureunits.integer >= 3 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
2304 // 3 2D combine path (Geforce3, original Radeon)
2305 memset(&m, 0, sizeof(m));
2306 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2307 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2308 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2309 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2310 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2311 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2312 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2313 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2314 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2315 m.texmatrix[1] = rsurface.entitytoattenuationz;
2316 m.tex[2] = R_GetTexture(basetexture);
2317 m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
2318 m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
2319 m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
2320 m.texmatrix[2] = rsurface.texture->currenttexmatrix;
2321 GL_BlendFunc(GL_ONE, GL_ONE);
2325 // 2/2/2 2D combine path (any dot3 card)
2326 memset(&m, 0, sizeof(m));
2327 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2328 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2329 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2330 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2331 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2332 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2333 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2334 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2335 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2336 m.texmatrix[1] = rsurface.entitytoattenuationz;
2337 R_Mesh_TextureState(&m);
2338 GL_ColorMask(0,0,0,1);
2339 GL_BlendFunc(GL_ONE, GL_ZERO);
2340 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2343 memset(&m, 0, sizeof(m));
2344 m.tex[0] = R_GetTexture(basetexture);
2345 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2346 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2347 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2348 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2349 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2351 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2352 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2353 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2354 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2355 m.texmatrix[1] = rsurface.entitytolight;
2357 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2359 // this final code is shared
2360 R_Mesh_TextureState(&m);
2361 R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
2364 static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
2367 // colorscale accounts for how much we multiply the brightness
2370 // mult is how many times the final pass of the lighting will be
2371 // performed to get more brightness than otherwise possible.
2373 // Limit mult to 64 for sanity sake.
2375 // generate normalization cubemap texcoords
2376 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
2377 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
2379 // 3/2 3D combine path (Geforce3, Radeon 8500)
2380 memset(&m, 0, sizeof(m));
2381 m.tex[0] = R_GetTexture(normalmaptexture);
2382 m.texcombinergb[0] = GL_REPLACE;
2383 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2384 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2385 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2386 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2387 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2388 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2389 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2390 m.pointer_texcoord_bufferobject[1] = 0;
2391 m.pointer_texcoord_bufferoffset[1] = 0;
2392 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
2393 m.pointer_texcoord3f[2] = rsurface.vertex3f;
2394 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
2395 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
2396 m.texmatrix[2] = rsurface.entitytoattenuationxyz;
2397 R_Mesh_TextureState(&m);
2398 GL_ColorMask(0,0,0,1);
2399 GL_BlendFunc(GL_ONE, GL_ZERO);
2400 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2403 memset(&m, 0, sizeof(m));
2404 m.tex[0] = R_GetTexture(basetexture);
2405 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2406 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2407 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2408 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2409 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2411 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2412 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2413 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2414 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2415 m.texmatrix[1] = rsurface.entitytolight;
2417 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2419 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
2421 // 1/2/2 3D combine path (original Radeon)
2422 memset(&m, 0, sizeof(m));
2423 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2424 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2425 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2426 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2427 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2428 R_Mesh_TextureState(&m);
2429 GL_ColorMask(0,0,0,1);
2430 GL_BlendFunc(GL_ONE, GL_ZERO);
2431 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2434 memset(&m, 0, sizeof(m));
2435 m.tex[0] = R_GetTexture(normalmaptexture);
2436 m.texcombinergb[0] = GL_REPLACE;
2437 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2438 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2439 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2440 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2441 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2442 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2443 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2444 m.pointer_texcoord_bufferobject[1] = 0;
2445 m.pointer_texcoord_bufferoffset[1] = 0;
2446 R_Mesh_TextureState(&m);
2447 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2448 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2451 memset(&m, 0, sizeof(m));
2452 m.tex[0] = R_GetTexture(basetexture);
2453 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2454 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2455 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2456 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2457 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2459 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2460 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2461 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2462 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2463 m.texmatrix[1] = rsurface.entitytolight;
2465 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2467 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
2469 // 2/2 3D combine path (original Radeon)
2470 memset(&m, 0, sizeof(m));
2471 m.tex[0] = R_GetTexture(normalmaptexture);
2472 m.texcombinergb[0] = GL_REPLACE;
2473 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2474 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2475 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2476 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2477 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2478 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2479 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2480 m.pointer_texcoord_bufferobject[1] = 0;
2481 m.pointer_texcoord_bufferoffset[1] = 0;
2482 R_Mesh_TextureState(&m);
2483 GL_ColorMask(0,0,0,1);
2484 GL_BlendFunc(GL_ONE, GL_ZERO);
2485 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2488 memset(&m, 0, sizeof(m));
2489 m.tex[0] = R_GetTexture(basetexture);
2490 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2491 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2492 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2493 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2494 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2495 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2496 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2497 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2498 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
2499 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2501 else if (r_textureunits.integer >= 4)
2503 // 4/2 2D combine path (Geforce3, Radeon 8500)
2504 memset(&m, 0, sizeof(m));
2505 m.tex[0] = R_GetTexture(normalmaptexture);
2506 m.texcombinergb[0] = GL_REPLACE;
2507 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2508 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2509 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2510 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2511 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2512 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2513 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2514 m.pointer_texcoord_bufferobject[1] = 0;
2515 m.pointer_texcoord_bufferoffset[1] = 0;
2516 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2517 m.pointer_texcoord3f[2] = rsurface.vertex3f;
2518 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
2519 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
2520 m.texmatrix[2] = rsurface.entitytoattenuationxyz;
2521 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2522 m.pointer_texcoord3f[3] = rsurface.vertex3f;
2523 m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
2524 m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
2525 m.texmatrix[3] = rsurface.entitytoattenuationz;
2526 R_Mesh_TextureState(&m);
2527 GL_ColorMask(0,0,0,1);
2528 GL_BlendFunc(GL_ONE, GL_ZERO);
2529 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2532 memset(&m, 0, sizeof(m));
2533 m.tex[0] = R_GetTexture(basetexture);
2534 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2535 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2536 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2537 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2538 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2540 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2541 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2542 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2543 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2544 m.texmatrix[1] = rsurface.entitytolight;
2546 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2550 // 2/2/2 2D combine path (any dot3 card)
2551 memset(&m, 0, sizeof(m));
2552 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2553 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2554 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2555 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2556 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2557 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2558 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2559 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2560 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2561 m.texmatrix[1] = rsurface.entitytoattenuationz;
2562 R_Mesh_TextureState(&m);
2563 GL_ColorMask(0,0,0,1);
2564 GL_BlendFunc(GL_ONE, GL_ZERO);
2565 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2568 memset(&m, 0, sizeof(m));
2569 m.tex[0] = R_GetTexture(normalmaptexture);
2570 m.texcombinergb[0] = GL_REPLACE;
2571 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2572 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2573 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2574 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2575 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2576 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2577 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2578 m.pointer_texcoord_bufferobject[1] = 0;
2579 m.pointer_texcoord_bufferoffset[1] = 0;
2580 R_Mesh_TextureState(&m);
2581 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2582 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2585 memset(&m, 0, sizeof(m));
2586 m.tex[0] = R_GetTexture(basetexture);
2587 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2588 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2589 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2590 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2591 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2593 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2594 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2595 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2596 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2597 m.texmatrix[1] = rsurface.entitytolight;
2599 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2601 // this final code is shared
2602 R_Mesh_TextureState(&m);
2603 R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
2606 static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
2608 float glossexponent;
2610 // FIXME: detect blendsquare!
2611 //if (!gl_support_blendsquare)
2614 // generate normalization cubemap texcoords
2615 R_Shadow_GenTexCoords_Specular_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
2616 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
2618 // 2/0/0/1/2 3D combine blendsquare path
2619 memset(&m, 0, sizeof(m));
2620 m.tex[0] = R_GetTexture(normalmaptexture);
2621 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2622 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2623 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2624 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2625 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2626 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2627 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2628 m.pointer_texcoord_bufferobject[1] = 0;
2629 m.pointer_texcoord_bufferoffset[1] = 0;
2630 R_Mesh_TextureState(&m);
2631 GL_ColorMask(0,0,0,1);
2632 // this squares the result
2633 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2634 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2636 // second and third pass
2637 R_Mesh_ResetTextureState();
2638 // square alpha in framebuffer a few times to make it shiny
2639 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2640 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
2641 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2644 memset(&m, 0, sizeof(m));
2645 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2646 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2647 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2648 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2649 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2650 R_Mesh_TextureState(&m);
2651 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2652 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2655 memset(&m, 0, sizeof(m));
2656 m.tex[0] = R_GetTexture(glosstexture);
2657 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2658 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2659 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2660 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2661 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2663 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2664 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2665 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2666 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2667 m.texmatrix[1] = rsurface.entitytolight;
2669 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2671 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2673 // 2/0/0/2 3D combine blendsquare path
2674 memset(&m, 0, sizeof(m));
2675 m.tex[0] = R_GetTexture(normalmaptexture);
2676 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2677 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2678 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2679 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2680 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2681 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2682 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2683 m.pointer_texcoord_bufferobject[1] = 0;
2684 m.pointer_texcoord_bufferoffset[1] = 0;
2685 R_Mesh_TextureState(&m);
2686 GL_ColorMask(0,0,0,1);
2687 // this squares the result
2688 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2689 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2691 // second and third pass
2692 R_Mesh_ResetTextureState();
2693 // square alpha in framebuffer a few times to make it shiny
2694 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2695 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
2696 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2699 memset(&m, 0, sizeof(m));
2700 m.tex[0] = R_GetTexture(glosstexture);
2701 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2702 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2703 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2704 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2705 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2706 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2707 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2708 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2709 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
2710 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2714 // 2/0/0/2/2 2D combine blendsquare path
2715 memset(&m, 0, sizeof(m));
2716 m.tex[0] = R_GetTexture(normalmaptexture);
2717 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2718 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2719 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2720 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2721 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2722 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2723 m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
2724 m.pointer_texcoord_bufferobject[1] = 0;
2725 m.pointer_texcoord_bufferoffset[1] = 0;
2726 R_Mesh_TextureState(&m);
2727 GL_ColorMask(0,0,0,1);
2728 // this squares the result
2729 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2730 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2732 // second and third pass
2733 R_Mesh_ResetTextureState();
2734 // square alpha in framebuffer a few times to make it shiny
2735 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2736 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
2737 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2740 memset(&m, 0, sizeof(m));
2741 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2742 m.pointer_texcoord3f[0] = rsurface.vertex3f;
2743 m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
2744 m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
2745 m.texmatrix[0] = rsurface.entitytoattenuationxyz;
2746 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2747 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2748 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2749 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2750 m.texmatrix[1] = rsurface.entitytoattenuationz;
2751 R_Mesh_TextureState(&m);
2752 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2753 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2756 memset(&m, 0, sizeof(m));
2757 m.tex[0] = R_GetTexture(glosstexture);
2758 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2759 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2760 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2761 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2762 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2764 m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
2765 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2766 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2767 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2768 m.texmatrix[1] = rsurface.entitytolight;
2770 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2772 // this final code is shared
2773 R_Mesh_TextureState(&m);
2774 R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
2777 static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2779 // ARB path (any Geforce, any Radeon)
2780 qboolean doambient = ambientscale > 0;
2781 qboolean dodiffuse = diffusescale > 0;
2782 qboolean dospecular = specularscale > 0;
2783 if (!doambient && !dodiffuse && !dospecular)
2785 R_Mesh_ColorPointer(NULL, 0, 0);
2787 R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, ambientscale * r_refdef.view.colorscale);
2789 R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
2793 R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, ambientscale * r_refdef.view.colorscale);
2795 R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
2800 R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, ambientscale * r_refdef.view.colorscale);
2802 R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
2805 R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_refdef.view.colorscale);
2808 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2815 int newnumtriangles;
2819 int maxtriangles = 4096;
2820 int newelements[4096*3];
2821 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2822 for (renders = 0;renders < 64;renders++)
2827 newnumtriangles = 0;
2829 // due to low fillrate on the cards this vertex lighting path is
2830 // designed for, we manually cull all triangles that do not
2831 // contain a lit vertex
2832 // this builds batches of triangles from multiple surfaces and
2833 // renders them at once
2834 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2836 if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2838 if (newnumtriangles)
2840 newfirstvertex = min(newfirstvertex, e[0]);
2841 newlastvertex = max(newlastvertex, e[0]);
2845 newfirstvertex = e[0];
2846 newlastvertex = e[0];
2848 newfirstvertex = min(newfirstvertex, e[1]);
2849 newlastvertex = max(newlastvertex, e[1]);
2850 newfirstvertex = min(newfirstvertex, e[2]);
2851 newlastvertex = max(newlastvertex, e[2]);
2857 if (newnumtriangles >= maxtriangles)
2859 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2860 newnumtriangles = 0;
2866 if (newnumtriangles >= 1)
2868 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2871 // if we couldn't find any lit triangles, exit early
2874 // now reduce the intensity for the next overbright pass
2875 // we have to clamp to 0 here incase the drivers have improper
2876 // handling of negative colors
2877 // (some old drivers even have improper handling of >1 color)
2879 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2881 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2883 c[0] = max(0, c[0] - 1);
2884 c[1] = max(0, c[1] - 1);
2885 c[2] = max(0, c[2] - 1);
2897 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2899 // OpenGL 1.1 path (anything)
2900 float ambientcolorbase[3], diffusecolorbase[3];
2901 float ambientcolorpants[3], diffusecolorpants[3];
2902 float ambientcolorshirt[3], diffusecolorshirt[3];
2904 VectorScale(lightcolorbase, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorbase);
2905 VectorScale(lightcolorbase, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorbase);
2906 VectorScale(lightcolorpants, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorpants);
2907 VectorScale(lightcolorpants, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorpants);
2908 VectorScale(lightcolorshirt, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorshirt);
2909 VectorScale(lightcolorshirt, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorshirt);
2910 memset(&m, 0, sizeof(m));
2911 m.tex[0] = R_GetTexture(basetexture);
2912 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2913 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2914 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2915 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2916 if (r_textureunits.integer >= 2)
2919 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2920 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
2921 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2922 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2923 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2924 if (r_textureunits.integer >= 3)
2926 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2927 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2928 m.texmatrix[2] = rsurface.entitytoattenuationz;
2929 m.pointer_texcoord3f[2] = rsurface.vertex3f;
2930 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
2931 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
2934 R_Mesh_TextureState(&m);
2935 //R_Mesh_TexBind(0, R_GetTexture(basetexture));
2936 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
2939 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2940 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
2944 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2945 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
2949 extern cvar_t gl_lightmaps;
2950 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2952 float ambientscale, diffusescale, specularscale;
2953 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2955 // calculate colors to render this texture with
2956 lightcolorbase[0] = rsurface.rtlight->currentcolor[0] * rsurface.texture->dlightcolor[0];
2957 lightcolorbase[1] = rsurface.rtlight->currentcolor[1] * rsurface.texture->dlightcolor[1];
2958 lightcolorbase[2] = rsurface.rtlight->currentcolor[2] * rsurface.texture->dlightcolor[2];
2959 ambientscale = rsurface.rtlight->ambientscale;
2960 diffusescale = rsurface.rtlight->diffusescale;
2961 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2962 if (!r_shadow_usenormalmap.integer)
2964 ambientscale += 1.0f * diffusescale;
2968 if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2970 RSurf_SetupDepthAndCulling();
2971 nmap = rsurface.texture->currentskinframe->nmap;
2972 if (gl_lightmaps.integer)
2973 nmap = r_texture_blanknormalmap;
2974 if (rsurface.texture->colormapping && !gl_lightmaps.integer)
2976 qboolean dopants = rsurface.texture->currentskinframe->pants != NULL && VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f);
2977 qboolean doshirt = rsurface.texture->currentskinframe->shirt != NULL && VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
2980 lightcolorpants[0] = lightcolorbase[0] * rsurface.colormap_pantscolor[0];
2981 lightcolorpants[1] = lightcolorbase[1] * rsurface.colormap_pantscolor[1];
2982 lightcolorpants[2] = lightcolorbase[2] * rsurface.colormap_pantscolor[2];
2985 VectorClear(lightcolorpants);
2988 lightcolorshirt[0] = lightcolorbase[0] * rsurface.colormap_shirtcolor[0];
2989 lightcolorshirt[1] = lightcolorbase[1] * rsurface.colormap_shirtcolor[1];
2990 lightcolorshirt[2] = lightcolorbase[2] * rsurface.colormap_shirtcolor[2];
2993 VectorClear(lightcolorshirt);
2994 switch (r_shadow_rendermode)
2996 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2997 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2998 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
3000 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3001 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
3003 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
3004 R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
3006 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3007 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
3010 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3016 switch (r_shadow_rendermode)
3018 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3019 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3020 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
3022 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3023 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
3025 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
3026 R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
3028 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3029 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
3032 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3038 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)
3040 matrix4x4_t tempmatrix = *matrix;
3041 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3043 // if this light has been compiled before, free the associated data
3044 R_RTLight_Uncompile(rtlight);
3046 // clear it completely to avoid any lingering data
3047 memset(rtlight, 0, sizeof(*rtlight));
3049 // copy the properties
3050 rtlight->matrix_lighttoworld = tempmatrix;
3051 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3052 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3053 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3054 VectorCopy(color, rtlight->color);
3055 rtlight->cubemapname[0] = 0;
3056 if (cubemapname && cubemapname[0])
3057 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3058 rtlight->shadow = shadow;
3059 rtlight->corona = corona;
3060 rtlight->style = style;
3061 rtlight->isstatic = isstatic;
3062 rtlight->coronasizescale = coronasizescale;
3063 rtlight->ambientscale = ambientscale;
3064 rtlight->diffusescale = diffusescale;
3065 rtlight->specularscale = specularscale;
3066 rtlight->flags = flags;
3068 // compute derived data
3069 //rtlight->cullradius = rtlight->radius;
3070 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3071 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3072 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3073 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3074 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3075 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3076 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3079 // compiles rtlight geometry
3080 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3081 void R_RTLight_Compile(rtlight_t *rtlight)
3084 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3085 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3086 entity_render_t *ent = r_refdef.scene.worldentity;
3087 dp_model_t *model = r_refdef.scene.worldmodel;
3088 unsigned char *data;
3091 // compile the light
3092 rtlight->compiled = true;
3093 rtlight->static_numleafs = 0;
3094 rtlight->static_numleafpvsbytes = 0;
3095 rtlight->static_leaflist = NULL;
3096 rtlight->static_leafpvs = NULL;
3097 rtlight->static_numsurfaces = 0;
3098 rtlight->static_surfacelist = NULL;
3099 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3100 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3101 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3102 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3103 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3104 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3106 if (model && model->GetLightInfo)
3108 // this variable must be set for the CompileShadowVolume code
3109 r_shadow_compilingrtlight = rtlight;
3110 R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles);
3111 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);
3112 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3113 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3114 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3115 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3116 rtlight->static_numsurfaces = numsurfaces;
3117 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3118 rtlight->static_numleafs = numleafs;
3119 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3120 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3121 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3122 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3123 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3124 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3125 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3126 if (rtlight->static_numsurfaces)
3127 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3128 if (rtlight->static_numleafs)
3129 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3130 if (rtlight->static_numleafpvsbytes)
3131 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3132 if (rtlight->static_numshadowtrispvsbytes)
3133 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3134 if (rtlight->static_numlighttrispvsbytes)
3135 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3136 if (model->CompileShadowVolume && rtlight->shadow)
3137 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3138 // now we're done compiling the rtlight
3139 r_shadow_compilingrtlight = NULL;
3143 // use smallest available cullradius - box radius or light radius
3144 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3145 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3147 shadowzpasstris = 0;
3148 if (rtlight->static_meshchain_shadow_zpass)
3149 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3150 shadowzpasstris += mesh->numtriangles;
3152 shadowzfailtris = 0;
3153 if (rtlight->static_meshchain_shadow_zfail)
3154 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3155 shadowzfailtris += mesh->numtriangles;
3158 if (rtlight->static_numlighttrispvsbytes)
3159 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3160 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3164 if (rtlight->static_numlighttrispvsbytes)
3165 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3166 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3169 if (developer.integer >= 10)
3170 Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3173 void R_RTLight_Uncompile(rtlight_t *rtlight)
3175 if (rtlight->compiled)
3177 if (rtlight->static_meshchain_shadow_zpass)
3178 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3179 rtlight->static_meshchain_shadow_zpass = NULL;
3180 if (rtlight->static_meshchain_shadow_zfail)
3181 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3182 rtlight->static_meshchain_shadow_zfail = NULL;
3183 // these allocations are grouped
3184 if (rtlight->static_surfacelist)
3185 Mem_Free(rtlight->static_surfacelist);
3186 rtlight->static_numleafs = 0;
3187 rtlight->static_numleafpvsbytes = 0;
3188 rtlight->static_leaflist = NULL;
3189 rtlight->static_leafpvs = NULL;
3190 rtlight->static_numsurfaces = 0;
3191 rtlight->static_surfacelist = NULL;
3192 rtlight->static_numshadowtrispvsbytes = 0;
3193 rtlight->static_shadowtrispvs = NULL;
3194 rtlight->static_numlighttrispvsbytes = 0;
3195 rtlight->static_lighttrispvs = NULL;
3196 rtlight->compiled = false;
3200 void R_Shadow_UncompileWorldLights(void)
3204 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3205 for (lightindex = 0;lightindex < range;lightindex++)
3207 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3210 R_RTLight_Uncompile(&light->rtlight);
3214 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3218 // reset the count of frustum planes
3219 // see rsurface.rtlight_frustumplanes definition for how much this array
3221 rsurface.rtlight_numfrustumplanes = 0;
3223 // haven't implemented a culling path for ortho rendering
3224 if (!r_refdef.view.useperspective)
3226 // check if the light is on screen and copy the 4 planes if it is
3227 for (i = 0;i < 4;i++)
3228 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3231 for (i = 0;i < 4;i++)
3232 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
3237 // generate a deformed frustum that includes the light origin, this is
3238 // used to cull shadow casting surfaces that can not possibly cast a
3239 // shadow onto the visible light-receiving surfaces, which can be a
3242 // if the light origin is onscreen the result will be 4 planes exactly
3243 // if the light origin is offscreen on only one axis the result will
3244 // be exactly 5 planes (split-side case)
3245 // if the light origin is offscreen on two axes the result will be
3246 // exactly 4 planes (stretched corner case)
3247 for (i = 0;i < 4;i++)
3249 // quickly reject standard frustum planes that put the light
3250 // origin outside the frustum
3251 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3254 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
3256 // if all the standard frustum planes were accepted, the light is onscreen
3257 // otherwise we need to generate some more planes below...
3258 if (rsurface.rtlight_numfrustumplanes < 4)
3260 // at least one of the stock frustum planes failed, so we need to
3261 // create one or two custom planes to enclose the light origin
3262 for (i = 0;i < 4;i++)
3264 // create a plane using the view origin and light origin, and a
3265 // single point from the frustum corner set
3266 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3267 VectorNormalize(plane.normal);
3268 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3269 // see if this plane is backwards and flip it if so
3270 for (j = 0;j < 4;j++)
3271 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3275 VectorNegate(plane.normal, plane.normal);
3277 // flipped plane, test again to see if it is now valid
3278 for (j = 0;j < 4;j++)
3279 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3281 // if the plane is still not valid, then it is dividing the
3282 // frustum and has to be rejected
3286 // we have created a valid plane, compute extra info
3287 PlaneClassify(&plane);
3289 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
3291 // if we've found 5 frustum planes then we have constructed a
3292 // proper split-side case and do not need to keep searching for
3293 // planes to enclose the light origin
3294 if (rsurface.rtlight_numfrustumplanes == 5)
3302 for (i = 0;i < rsurface.rtlight_numfrustumplanes;i++)
3304 plane = rsurface.rtlight_frustumplanes[i];
3305 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));
3310 // now add the light-space box planes if the light box is rotated, as any
3311 // caster outside the oriented light box is irrelevant (even if it passed
3312 // the worldspace light box, which is axial)
3313 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3315 for (i = 0;i < 6;i++)
3319 v[i >> 1] = (i & 1) ? -1 : 1;
3320 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3321 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3322 plane.dist = VectorNormalizeLength(plane.normal);
3323 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3324 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
3330 // add the world-space reduced box planes
3331 for (i = 0;i < 6;i++)
3333 VectorClear(plane.normal);
3334 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3335 plane.dist = (i & 1) ? -rsurface.rtlight_cullmaxs[i >> 1] : rsurface.rtlight_cullmins[i >> 1];
3336 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
3345 // reduce all plane distances to tightly fit the rtlight cull box, which
3347 VectorSet(points[0], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
3348 VectorSet(points[1], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
3349 VectorSet(points[2], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
3350 VectorSet(points[3], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
3351 VectorSet(points[4], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
3352 VectorSet(points[5], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
3353 VectorSet(points[6], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
3354 VectorSet(points[7], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
3355 oldnum = rsurface.rtlight_numfrustumplanes;
3356 rsurface.rtlight_numfrustumplanes = 0;
3357 for (j = 0;j < oldnum;j++)
3359 // find the nearest point on the box to this plane
3360 bestdist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[0]);
3361 for (i = 1;i < 8;i++)
3363 dist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[i]);
3364 if (bestdist > dist)
3367 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rsurface.rtlight_frustumplanes[j].normal[0], rsurface.rtlight_frustumplanes[j].normal[1], rsurface.rtlight_frustumplanes[j].normal[2], rsurface.rtlight_frustumplanes[j].dist, bestdist);
3368 // if the nearest point is near or behind the plane, we want this
3369 // plane, otherwise the plane is useless as it won't cull anything
3370 if (rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125)
3372 PlaneClassify(&rsurface.rtlight_frustumplanes[j]);
3373 rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = rsurface.rtlight_frustumplanes[j];
3380 void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3385 int surfacelistindex;
3386 msurface_t *surface;
3388 RSurf_ActiveWorldEntity();
3389 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
3391 if (r_refdef.scene.worldentity->model)
3392 r_refdef.scene.worldmodel->DrawShadowMap(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
3393 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3397 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3400 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3401 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3402 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3403 for (;mesh;mesh = mesh->next)
3405 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3406 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3407 GL_LockArrays(0, mesh->numverts);
3408 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3410 // increment stencil if frontface is infront of depthbuffer
3411 GL_CullFace(r_refdef.view.cullface_back);
3412 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
3413 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3414 // decrement stencil if backface is infront of depthbuffer
3415 GL_CullFace(r_refdef.view.cullface_front);
3416 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
3418 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3420 // decrement stencil if backface is behind depthbuffer
3421 GL_CullFace(r_refdef.view.cullface_front);
3422 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
3423 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3424 // increment stencil if frontface is behind depthbuffer
3425 GL_CullFace(r_refdef.view.cullface_back);
3426 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
3428 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3429 GL_LockArrays(0, 0);
3433 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
3435 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3436 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3438 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3439 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3440 if (CHECKPVSBIT(trispvs, t))
3441 shadowmarklist[numshadowmark++] = t;
3443 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);
3445 else if (numsurfaces)
3446 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
3448 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3451 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3453 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3454 vec_t relativeshadowradius;
3455 RSurf_ActiveModelEntity(ent, false, false);
3456 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3457 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3458 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3459 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3460 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3461 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3462 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3463 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3464 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
3465 ent->model->DrawShadowMap(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3467 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3468 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3471 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3473 // set up properties for rendering light onto this entity
3474 RSurf_ActiveModelEntity(ent, true, true);
3475 GL_AlphaTest(false);
3476 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3477 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3478 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3479 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3480 if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
3481 R_Mesh_TexMatrix(3, &rsurface.entitytolight);
3484 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3486 if (!r_refdef.scene.worldmodel->DrawLight)
3489 // set up properties for rendering light onto this entity
3490 RSurf_ActiveWorldEntity();
3491 GL_AlphaTest(false);
3492 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3493 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3494 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3495 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3496 if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
3497 R_Mesh_TexMatrix(3, &rsurface.entitytolight);
3499 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs);
3501 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3504 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3506 dp_model_t *model = ent->model;
3507 if (!model->DrawLight)
3510 R_Shadow_SetupEntityLight(ent);
3512 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3514 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3518 {{ 0, 0, 0}, "px", true, true, true},
3519 {{ 0, 90, 0}, "py", false, true, false},
3520 {{ 0, 180, 0}, "nx", false, false, true},
3521 {{ 0, 270, 0}, "ny", true, false, false},
3522 {{-90, 180, 0}, "pz", false, false, true},
3523 {{ 90, 180, 0}, "nz", false, false, true}
3526 static const double shadowviewmat16[6][4][4] =
3566 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
3570 int numleafs, numsurfaces;
3571 int *leaflist, *surfacelist;
3572 unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs;
3573 int numlightentities;
3574 int numlightentities_noselfshadow;
3575 int numshadowentities;
3576 int numshadowentities_noselfshadow;
3577 static entity_render_t *lightentities[MAX_EDICTS];
3578 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3579 static entity_render_t *shadowentities[MAX_EDICTS];
3580 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3581 vec3_t nearestpoint;
3583 qboolean castshadows;
3586 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3587 // skip lights that are basically invisible (color 0 0 0)
3588 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
3591 // loading is done before visibility checks because loading should happen
3592 // all at once at the start of a level, not when it stalls gameplay.
3593 // (especially important to benchmarks)
3595 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
3596 R_RTLight_Compile(rtlight);
3598 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
3600 // look up the light style value at this time
3601 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3602 VectorScale(rtlight->color, f, rtlight->currentcolor);
3604 if (rtlight->selected)
3606 f = 2 + sin(realtime * M_PI * 4.0);
3607 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3611 // if lightstyle is currently off, don't draw the light
3612 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3615 // if the light box is offscreen, skip it
3616 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3619 VectorCopy(rtlight->cullmins, rsurface.rtlight_cullmins);
3620 VectorCopy(rtlight->cullmaxs, rsurface.rtlight_cullmaxs);
3622 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3624 // compiled light, world available and can receive realtime lighting
3625 // retrieve leaf information
3626 numleafs = rtlight->static_numleafs;
3627 leaflist = rtlight->static_leaflist;
3628 leafpvs = rtlight->static_leafpvs;
3629 numsurfaces = rtlight->static_numsurfaces;
3630 surfacelist = rtlight->static_surfacelist;
3631 shadowtrispvs = rtlight->static_shadowtrispvs;
3632 lighttrispvs = rtlight->static_lighttrispvs;
3634 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3636 // dynamic light, world available and can receive realtime lighting
3637 // calculate lit surfaces and leafs
3638 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);
3639 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.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);
3640 leaflist = r_shadow_buffer_leaflist;
3641 leafpvs = r_shadow_buffer_leafpvs;
3642 surfacelist = r_shadow_buffer_surfacelist;
3643 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3644 lighttrispvs = r_shadow_buffer_lighttrispvs;
3645 // if the reduced leaf bounds are offscreen, skip it
3646 if (R_CullBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
3657 shadowtrispvs = NULL;
3658 lighttrispvs = NULL;
3660 // check if light is illuminating any visible leafs
3663 for (i = 0;i < numleafs;i++)
3664 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3669 // set up a scissor rectangle for this light
3670 if (R_Shadow_ScissorForBBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
3673 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3675 // make a list of lit entities and shadow casting entities
3676 numlightentities = 0;
3677 numlightentities_noselfshadow = 0;
3678 numshadowentities = 0;
3679 numshadowentities_noselfshadow = 0;
3680 // add dynamic entities that are lit by the light
3681 if (r_drawentities.integer)
3683 for (i = 0;i < r_refdef.scene.numentities;i++)
3686 entity_render_t *ent = r_refdef.scene.entities[i];
3688 if (!BoxesOverlap(ent->mins, ent->maxs, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
3690 // skip the object entirely if it is not within the valid
3691 // shadow-casting region (which includes the lit region)
3692 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
3694 if (!(model = ent->model))
3696 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3698 // this entity wants to receive light, is visible, and is
3699 // inside the light box
3700 // TODO: check if the surfaces in the model can receive light
3701 // so now check if it's in a leaf seen by the light
3702 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))
3704 if (ent->flags & RENDER_NOSELFSHADOW)
3705 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3707 lightentities[numlightentities++] = ent;
3708 // since it is lit, it probably also casts a shadow...
3709 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3710 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3711 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3713 // note: exterior models without the RENDER_NOSELFSHADOW
3714 // flag still create a RENDER_NOSELFSHADOW shadow but
3715 // are lit normally, this means that they are
3716 // self-shadowing but do not shadow other
3717 // RENDER_NOSELFSHADOW entities such as the gun
3718 // (very weird, but keeps the player shadow off the gun)
3719 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3720 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3722 shadowentities[numshadowentities++] = ent;
3725 else if (ent->flags & RENDER_SHADOW)
3727 // this entity is not receiving light, but may still need to
3729 // TODO: check if the surfaces in the model can cast shadow
3730 // now check if it is in a leaf seen by the light
3731 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))
3733 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3734 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3735 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3737 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3738 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3740 shadowentities[numshadowentities++] = ent;
3746 // return if there's nothing at all to light
3747 if (!numlightentities && !numsurfaces)
3750 // don't let sound skip if going slow
3751 if (r_refdef.scene.extraupdate)
3754 // make this the active rtlight for rendering purposes
3755 R_Shadow_RenderMode_ActiveLight(rtlight);
3756 // count this light in the r_speeds
3757 r_refdef.stats.lights++;
3759 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3761 // optionally draw visible shape of the shadow volumes
3762 // for performance analysis by level designers
3763 R_Shadow_RenderMode_VisibleShadowVolumes();
3765 R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
3766 for (i = 0;i < numshadowentities;i++)
3767 R_Shadow_DrawEntityShadow(shadowentities[i]);
3768 for (i = 0;i < numshadowentities_noselfshadow;i++)
3769 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3772 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3774 // optionally draw the illuminated areas
3775 // for performance analysis by level designers
3776 R_Shadow_RenderMode_VisibleLighting(false, false);
3778 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3779 for (i = 0;i < numlightentities;i++)
3780 R_Shadow_DrawEntityLight(lightentities[i]);
3781 for (i = 0;i < numlightentities_noselfshadow;i++)
3782 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3785 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3787 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3788 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3789 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3790 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3791 lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3792 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapping_maxsize.integer);
3794 if (castshadows && r_shadow_shadowmode >= 1 && r_shadow_shadowmode <= 3 && r_glsl.integer && gl_support_fragment_shader)
3799 r_shadow_shadowmaplod = 0;
3800 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3801 if ((r_shadow_shadowmapping_maxsize.integer >> i) > lodlinear)
3802 r_shadow_shadowmaplod = i;
3804 size = r_shadow_shadowmode == 3 ? r_shadow_shadowmapping_maxsize.integer >> r_shadow_shadowmaplod : lodlinear;
3805 size = bound(1, size, 2048);
3807 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3809 // render shadow casters into 6 sided depth texture
3810 for (side = 0;side < 6;side++)
3812 R_Shadow_RenderMode_ShadowMap(side, true, size);
3814 R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
3815 for (i = 0;i < numshadowentities;i++)
3816 R_Shadow_DrawEntityShadow(shadowentities[i]);
3819 if (numlightentities_noselfshadow)
3821 // render lighting using the depth texture as shadowmap
3822 // draw lighting in the unmasked areas
3823 R_Shadow_RenderMode_Lighting(false, false, true);
3824 for (i = 0;i < numlightentities_noselfshadow;i++)
3825 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3828 // render shadow casters into 6 sided depth texture
3829 for (side = 0;side < 6;side++)
3831 R_Shadow_RenderMode_ShadowMap(side, false, size);
3832 for (i = 0;i < numshadowentities_noselfshadow;i++)
3833 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3836 // render lighting using the depth texture as shadowmap
3837 // draw lighting in the unmasked areas
3838 R_Shadow_RenderMode_Lighting(false, false, true);
3839 // draw lighting in the unmasked areas
3841 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3842 for (i = 0;i < numlightentities;i++)
3843 R_Shadow_DrawEntityLight(lightentities[i]);
3845 else if (castshadows && gl_stencil)
3847 // draw stencil shadow volumes to mask off pixels that are in shadow
3848 // so that they won't receive lighting
3849 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3850 R_Shadow_ClearStencil();
3852 R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
3853 for (i = 0;i < numshadowentities;i++)
3854 R_Shadow_DrawEntityShadow(shadowentities[i]);
3855 if (numlightentities_noselfshadow)
3857 // draw lighting in the unmasked areas
3858 R_Shadow_RenderMode_Lighting(true, false, false);
3859 for (i = 0;i < numlightentities_noselfshadow;i++)
3860 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3862 // optionally draw the illuminated areas
3863 // for performance analysis by level designers
3864 if (r_showlighting.integer && r_refdef.view.showdebug)
3866 R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
3867 for (i = 0;i < numlightentities_noselfshadow;i++)
3868 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3871 for (i = 0;i < numshadowentities_noselfshadow;i++)
3872 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3874 if (numsurfaces + numlightentities)
3876 // draw lighting in the unmasked areas
3877 R_Shadow_RenderMode_Lighting(true, false, false);
3879 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3880 for (i = 0;i < numlightentities;i++)
3881 R_Shadow_DrawEntityLight(lightentities[i]);
3886 if (numsurfaces + numlightentities)
3888 // draw lighting in the unmasked areas
3889 R_Shadow_RenderMode_Lighting(false, false, false);
3891 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3892 for (i = 0;i < numlightentities;i++)
3893 R_Shadow_DrawEntityLight(lightentities[i]);
3894 for (i = 0;i < numlightentities_noselfshadow;i++)
3895 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3900 void R_Shadow_DrawLightSprites(void);
3901 void R_ShadowVolumeLighting(qboolean visible)
3909 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, 2048) ||
3910 (r_shadow_shadowmode != 0) != (r_shadow_shadowmapping.integer != 0) ||
3911 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) ||
3912 r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
3913 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
3914 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
3915 R_Shadow_FreeShadowMaps();
3917 if (r_editlights.integer)
3918 R_Shadow_DrawLightSprites();
3920 R_Shadow_RenderMode_Begin();
3922 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3923 if (r_shadow_debuglight.integer >= 0)
3925 lightindex = r_shadow_debuglight.integer;
3926 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3927 if (light && (light->flags & flag))
3928 R_DrawRTLight(&light->rtlight, visible);
3932 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3933 for (lightindex = 0;lightindex < range;lightindex++)
3935 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3936 if (light && (light->flags & flag))
3937 R_DrawRTLight(&light->rtlight, visible);
3940 if (r_refdef.scene.rtdlight)
3941 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3942 R_DrawRTLight(r_refdef.scene.lights[lnum], visible);
3944 R_Shadow_RenderMode_End();
3947 extern const float r_screenvertex3f[12];
3948 extern void R_SetupView(qboolean allowwaterclippingplane);
3949 extern void R_ResetViewRendering3D(void);
3950 extern void R_ResetViewRendering2D(void);
3951 extern cvar_t r_shadows;
3952 extern cvar_t r_shadows_darken;
3953 extern cvar_t r_shadows_drawafterrtlighting;
3954 extern cvar_t r_shadows_castfrombmodels;
3955 extern cvar_t r_shadows_throwdistance;
3956 extern cvar_t r_shadows_throwdirection;
3957 void R_DrawModelShadows(void)
3960 float relativethrowdistance;
3961 entity_render_t *ent;
3962 vec3_t relativelightorigin;
3963 vec3_t relativelightdirection;
3964 vec3_t relativeshadowmins, relativeshadowmaxs;
3965 vec3_t tmp, shadowdir;
3967 if (!r_drawentities.integer || !gl_stencil)
3971 R_ResetViewRendering3D();
3972 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3973 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3974 R_Shadow_RenderMode_Begin();
3975 R_Shadow_RenderMode_ActiveLight(NULL);
3976 r_shadow_lightscissor[0] = r_refdef.view.x;
3977 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
3978 r_shadow_lightscissor[2] = r_refdef.view.width;
3979 r_shadow_lightscissor[3] = r_refdef.view.height;
3980 R_Shadow_RenderMode_StencilShadowVolumes(false);
3983 if (r_shadows.integer == 2)
3985 Math_atov(r_shadows_throwdirection.string, shadowdir);
3986 VectorNormalize(shadowdir);
3989 R_Shadow_ClearStencil();
3991 for (i = 0;i < r_refdef.scene.numentities;i++)
3993 ent = r_refdef.scene.entities[i];
3995 // cast shadows from anything of the map (submodels are optional)
3996 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
3998 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
3999 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4000 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4001 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4002 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4005 if(ent->entitynumber != 0)
4007 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4008 int entnum, entnum2, recursion;
4009 entnum = entnum2 = ent->entitynumber;
4010 for(recursion = 32; recursion > 0; --recursion)
4012 entnum2 = cl.entities[entnum].state_current.tagentity;
4013 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4018 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4020 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4021 // transform into modelspace of OUR entity
4022 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4023 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4026 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4029 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4032 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4033 RSurf_ActiveModelEntity(ent, false, false);
4034 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4035 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4039 // not really the right mode, but this will disable any silly stencil features
4040 R_Shadow_RenderMode_End();
4042 // set up ortho view for rendering this pass
4043 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4044 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4045 //GL_ScissorTest(true);
4046 //R_Mesh_Matrix(&identitymatrix);
4047 //R_Mesh_ResetTextureState();
4048 R_ResetViewRendering2D();
4049 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4050 R_Mesh_ColorPointer(NULL, 0, 0);
4051 R_SetupGenericShader(false);
4053 // set up a darkening blend on shadowed areas
4054 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4055 //GL_DepthRange(0, 1);
4056 //GL_DepthTest(false);
4057 //GL_DepthMask(false);
4058 //GL_PolygonOffset(0, 0);CHECKGLERROR
4059 GL_Color(0, 0, 0, r_shadows_darken.value);
4060 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4061 //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
4062 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
4063 qglStencilMask(~0);CHECKGLERROR
4064 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4065 qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
4067 // apply the blend to the shadowed areas
4068 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4070 // restore the viewport
4071 R_SetViewport(&r_refdef.view.viewport);
4073 // restore other state to normal
4074 //R_Shadow_RenderMode_End();
4077 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4080 vec3_t centerorigin;
4081 // if it's too close, skip it
4082 if (VectorLength(rtlight->color) < (1.0f / 256.0f))
4084 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4087 if (usequery && r_numqueries + 2 <= r_maxqueries)
4089 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4090 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4091 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4094 // NOTE: we can't disable depth testing using R_DrawSprite's depthdisable argument, which calls GL_DepthTest, as that's broken in the ATI drivers
4095 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4096 qglDepthFunc(GL_ALWAYS);
4097 R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
4098 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4099 qglDepthFunc(GL_LEQUAL);
4100 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4101 R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
4102 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4105 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4108 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4111 GLint allpixels = 0, visiblepixels = 0;
4112 // now we have to check the query result
4113 if (rtlight->corona_queryindex_visiblepixels)
4116 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4117 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4119 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4120 if (visiblepixels < 1 || allpixels < 1)
4122 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4123 cscale *= rtlight->corona_visibility;
4127 // FIXME: these traces should scan all render entities instead of cl.world
4128 if (CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4131 VectorScale(rtlight->color, cscale, color);
4132 if (VectorLength(color) > (1.0f / 256.0f))
4133 R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, color[0], color[1], color[2], 1);
4136 void R_DrawCoronas(void)
4144 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4146 if (r_waterstate.renderingscene)
4148 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4149 R_Mesh_Matrix(&identitymatrix);
4151 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4153 // check occlusion of coronas
4154 // use GL_ARB_occlusion_query if available
4155 // otherwise use raytraces
4157 usequery = gl_support_arb_occlusion_query && r_coronas_occlusionquery.integer;
4160 GL_ColorMask(0,0,0,0);
4161 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4162 if (r_maxqueries < R_MAX_OCCLUSION_QUERIES)
4165 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4166 r_maxqueries = min(r_maxqueries, R_MAX_OCCLUSION_QUERIES);
4168 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4172 for (lightindex = 0;lightindex < range;lightindex++)
4174 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4177 rtlight = &light->rtlight;
4178 rtlight->corona_visibility = 0;
4179 rtlight->corona_queryindex_visiblepixels = 0;
4180 rtlight->corona_queryindex_allpixels = 0;
4181 if (!(rtlight->flags & flag))
4183 if (rtlight->corona <= 0)
4185 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4187 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4189 for (i = 0;i < r_refdef.scene.numlights;i++)
4191 rtlight = r_refdef.scene.lights[i];
4192 rtlight->corona_visibility = 0;
4193 rtlight->corona_queryindex_visiblepixels = 0;
4194 rtlight->corona_queryindex_allpixels = 0;
4195 if (!(rtlight->flags & flag))
4197 if (rtlight->corona <= 0)
4199 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4202 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4204 // now draw the coronas using the query data for intensity info
4205 for (lightindex = 0;lightindex < range;lightindex++)
4207 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4210 rtlight = &light->rtlight;
4211 if (rtlight->corona_visibility <= 0)
4213 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4215 for (i = 0;i < r_refdef.scene.numlights;i++)
4217 rtlight = r_refdef.scene.lights[i];
4218 if (rtlight->corona_visibility <= 0)
4220 if (gl_flashblend.integer)
4221 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4223 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4229 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
4230 typedef struct suffixinfo_s
4233 qboolean flipx, flipy, flipdiagonal;
4236 static suffixinfo_t suffix[3][6] =
4239 {"px", false, false, false},
4240 {"nx", false, false, false},
4241 {"py", false, false, false},
4242 {"ny", false, false, false},
4243 {"pz", false, false, false},
4244 {"nz", false, false, false}
4247 {"posx", false, false, false},
4248 {"negx", false, false, false},
4249 {"posy", false, false, false},
4250 {"negy", false, false, false},
4251 {"posz", false, false, false},
4252 {"negz", false, false, false}
4255 {"rt", true, false, true},
4256 {"lf", false, true, true},
4257 {"ft", true, true, false},
4258 {"bk", false, false, false},
4259 {"up", true, false, true},
4260 {"dn", true, false, true}
4264 static int componentorder[4] = {0, 1, 2, 3};
4266 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
4268 int i, j, cubemapsize;
4269 unsigned char *cubemappixels, *image_buffer;
4270 rtexture_t *cubemaptexture;
4272 // must start 0 so the first loadimagepixels has no requested width/height
4274 cubemappixels = NULL;
4275 cubemaptexture = NULL;
4276 // keep trying different suffix groups (posx, px, rt) until one loads
4277 for (j = 0;j < 3 && !cubemappixels;j++)
4279 // load the 6 images in the suffix group
4280 for (i = 0;i < 6;i++)
4282 // generate an image name based on the base and and suffix
4283 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
4285 if ((image_buffer = loadimagepixelsbgra(name, false, false)))
4287 // an image loaded, make sure width and height are equal
4288 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
4290 // if this is the first image to load successfully, allocate the cubemap memory
4291 if (!cubemappixels && image_width >= 1)
4293 cubemapsize = image_width;
4294 // note this clears to black, so unavailable sides are black
4295 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
4297 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
4299 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
4302 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
4304 Mem_Free(image_buffer);
4308 // if a cubemap loaded, upload it
4311 if (developer_loading.integer)
4312 Con_Printf("loading cubemap \"%s\"\n", basename);
4314 if (!r_shadow_filters_texturepool)
4315 r_shadow_filters_texturepool = R_AllocTexturePool();
4316 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
4317 Mem_Free(cubemappixels);
4321 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
4322 if (developer_loading.integer)
4324 Con_Printf("(tried tried images ");
4325 for (j = 0;j < 3;j++)
4326 for (i = 0;i < 6;i++)
4327 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
4328 Con_Print(" and was unable to find any of them).\n");
4331 return cubemaptexture;
4334 rtexture_t *R_Shadow_Cubemap(const char *basename)
4337 for (i = 0;i < numcubemaps;i++)
4338 if (!strcasecmp(cubemaps[i].basename, basename))
4339 return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
4340 if (i >= MAX_CUBEMAPS)
4341 return r_texture_whitecube;
4343 strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
4344 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
4345 return cubemaps[i].texture;
4348 void R_Shadow_FreeCubemaps(void)
4351 for (i = 0;i < numcubemaps;i++)
4353 if (developer_loading.integer)
4354 Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
4355 if (cubemaps[i].texture)
4356 R_FreeTexture(cubemaps[i].texture);
4360 R_FreeTexturePool(&r_shadow_filters_texturepool);
4363 dlight_t *R_Shadow_NewWorldLight(void)
4365 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4368 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)
4371 // validate parameters
4372 if (style < 0 || style >= MAX_LIGHTSTYLES)
4374 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4380 // copy to light properties
4381 VectorCopy(origin, light->origin);
4382 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4383 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4384 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4385 light->color[0] = max(color[0], 0);
4386 light->color[1] = max(color[1], 0);
4387 light->color[2] = max(color[2], 0);
4388 light->radius = max(radius, 0);
4389 light->style = style;
4390 light->shadow = shadowenable;
4391 light->corona = corona;
4392 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4393 light->coronasizescale = coronasizescale;
4394 light->ambientscale = ambientscale;
4395 light->diffusescale = diffusescale;
4396 light->specularscale = specularscale;
4397 light->flags = flags;
4399 // update renderable light data
4400 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4401 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);
4404 void R_Shadow_FreeWorldLight(dlight_t *light)
4406 if (r_shadow_selectedlight == light)
4407 r_shadow_selectedlight = NULL;
4408 R_RTLight_Uncompile(&light->rtlight);
4409 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4412 void R_Shadow_ClearWorldLights(void)
4416 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4417 for (lightindex = 0;lightindex < range;lightindex++)
4419 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4421 R_Shadow_FreeWorldLight(light);
4423 r_shadow_selectedlight = NULL;
4424 R_Shadow_FreeCubemaps();
4427 void R_Shadow_SelectLight(dlight_t *light)
4429 if (r_shadow_selectedlight)
4430 r_shadow_selectedlight->selected = false;
4431 r_shadow_selectedlight = light;
4432 if (r_shadow_selectedlight)
4433 r_shadow_selectedlight->selected = true;
4436 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4438 // this is never batched (there can be only one)
4439 R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprcursor->tex, r_editlights_sprcursor->tex, false, false, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE, 1, 1, 1, 1);
4442 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4449 // this is never batched (due to the ent parameter changing every time)
4450 // so numsurfaces == 1 and surfacelist[0] == lightnumber
4451 const dlight_t *light = (dlight_t *)ent;
4454 VectorScale(light->color, intensity, spritecolor);
4455 if (VectorLength(spritecolor) < 0.1732f)
4456 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4457 if (VectorLength(spritecolor) > 1.0f)
4458 VectorNormalize(spritecolor);
4460 // draw light sprite
4461 if (light->cubemapname[0] && !light->shadow)
4462 pic = r_editlights_sprcubemapnoshadowlight;
4463 else if (light->cubemapname[0])
4464 pic = r_editlights_sprcubemaplight;
4465 else if (!light->shadow)
4466 pic = r_editlights_sprnoshadowlight;
4468 pic = r_editlights_sprlight;
4469 R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, pic->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, spritecolor[0], spritecolor[1], spritecolor[2], 1);
4470 // draw selection sprite if light is selected
4471 if (light->selected)
4472 R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprselection->tex, r_editlights_sprselection->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, 1, 1, 1, 1);
4473 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4476 void R_Shadow_DrawLightSprites(void)
4480 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4481 for (lightindex = 0;lightindex < range;lightindex++)
4483 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4485 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4487 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4490 void R_Shadow_SelectLightInView(void)
4492 float bestrating, rating, temp[3];
4496 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4499 for (lightindex = 0;lightindex < range;lightindex++)
4501 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4504 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4505 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4508 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4509 if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4511 bestrating = rating;
4516 R_Shadow_SelectLight(best);
4519 void R_Shadow_LoadWorldLights(void)
4521 int n, a, style, shadow, flags;
4522 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4523 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4524 if (cl.worldmodel == NULL)
4526 Con_Print("No map loaded.\n");
4529 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4530 strlcat (name, ".rtlights", sizeof (name));
4531 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4541 for (;COM_Parse(t, true) && strcmp(
4542 if (COM_Parse(t, true))
4544 if (com_token[0] == '!')
4547 origin[0] = atof(com_token+1);
4550 origin[0] = atof(com_token);
4555 while (*s && *s != '\n' && *s != '\r')
4561 // check for modifier flags
4568 #if _MSC_VER >= 1400
4569 #define sscanf sscanf_s
4571 cubemapname[sizeof(cubemapname)-1] = 0;
4572 #if MAX_QPATH != 128
4573 #error update this code if MAX_QPATH changes
4575 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
4576 #if _MSC_VER >= 1400
4577 , sizeof(cubemapname)
4579 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
4582 flags = LIGHTFLAG_REALTIMEMODE;
4590 coronasizescale = 0.25f;
4592 VectorClear(angles);
4595 if (a < 9 || !strcmp(cubemapname, "\"\""))
4597 // remove quotes on cubemapname
4598 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
4601 namelen = strlen(cubemapname) - 2;
4602 memmove(cubemapname, cubemapname + 1, namelen);
4603 cubemapname[namelen] = '\0';
4607 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);
4610 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4618 Con_Printf("invalid rtlights file \"%s\"\n", name);
4619 Mem_Free(lightsstring);
4623 void R_Shadow_SaveWorldLights(void)
4627 size_t bufchars, bufmaxchars;
4629 char name[MAX_QPATH];
4630 char line[MAX_INPUTLINE];
4631 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
4632 // I hate lines which are 3 times my screen size :( --blub
4635 if (cl.worldmodel == NULL)
4637 Con_Print("No map loaded.\n");
4640 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4641 strlcat (name, ".rtlights", sizeof (name));
4642 bufchars = bufmaxchars = 0;
4644 for (lightindex = 0;lightindex < range;lightindex++)
4646 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4649 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
4650 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);
4651 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
4652 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]);
4654 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);
4655 if (bufchars + strlen(line) > bufmaxchars)
4657 bufmaxchars = bufchars + strlen(line) + 2048;
4659 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
4663 memcpy(buf, oldbuf, bufchars);
4669 memcpy(buf + bufchars, line, strlen(line));
4670 bufchars += strlen(line);
4674 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
4679 void R_Shadow_LoadLightsFile(void)
4682 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
4683 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
4684 if (cl.worldmodel == NULL)
4686 Con_Print("No map loaded.\n");
4689 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4690 strlcat (name, ".lights", sizeof (name));
4691 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4699 while (*s && *s != '\n' && *s != '\r')
4705 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);
4709 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);
4712 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
4713 radius = bound(15, radius, 4096);
4714 VectorScale(color, (2.0f / (8388608.0f)), color);
4715 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
4723 Con_Printf("invalid lights file \"%s\"\n", name);
4724 Mem_Free(lightsstring);
4728 // tyrlite/hmap2 light types in the delay field
4729 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
4731 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
4733 int entnum, style, islight, skin, pflags, effects, type, n;
4736 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
4737 char key[256], value[MAX_INPUTLINE];
4739 if (cl.worldmodel == NULL)
4741 Con_Print("No map loaded.\n");
4744 // try to load a .ent file first
4745 FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
4746 strlcat (key, ".ent", sizeof (key));
4747 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
4748 // and if that is not found, fall back to the bsp file entity string
4750 data = cl.worldmodel->brush.entities;
4753 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
4755 type = LIGHTTYPE_MINUSX;
4756 origin[0] = origin[1] = origin[2] = 0;
4757 originhack[0] = originhack[1] = originhack[2] = 0;
4758 angles[0] = angles[1] = angles[2] = 0;
4759 color[0] = color[1] = color[2] = 1;
4760 light[0] = light[1] = light[2] = 1;light[3] = 300;
4761 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
4771 if (!COM_ParseToken_Simple(&data, false, false))
4773 if (com_token[0] == '}')
4774 break; // end of entity
4775 if (com_token[0] == '_')
4776 strlcpy(key, com_token + 1, sizeof(key));
4778 strlcpy(key, com_token, sizeof(key));
4779 while (key[strlen(key)-1] == ' ') // remove trailing spaces
4780 key[strlen(key)-1] = 0;
4781 if (!COM_ParseToken_Simple(&data, false, false))
4783 strlcpy(value, com_token, sizeof(value));
4785 // now that we have the key pair worked out...
4786 if (!strcmp("light", key))
4788 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
4792 light[0] = vec[0] * (1.0f / 256.0f);
4793 light[1] = vec[0] * (1.0f / 256.0f);
4794 light[2] = vec[0] * (1.0f / 256.0f);
4800 light[0] = vec[0] * (1.0f / 255.0f);
4801 light[1] = vec[1] * (1.0f / 255.0f);
4802 light[2] = vec[2] * (1.0f / 255.0f);
4806 else if (!strcmp("delay", key))
4808 else if (!strcmp("origin", key))
4809 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
4810 else if (!strcmp("angle", key))
4811 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
4812 else if (!strcmp("angles", key))
4813 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
4814 else if (!strcmp("color", key))
4815 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
4816 else if (!strcmp("wait", key))
4817 fadescale = atof(value);
4818 else if (!strcmp("classname", key))
4820 if (!strncmp(value, "light", 5))
4823 if (!strcmp(value, "light_fluoro"))
4828 overridecolor[0] = 1;
4829 overridecolor[1] = 1;
4830 overridecolor[2] = 1;
4832 if (!strcmp(value, "light_fluorospark"))
4837 overridecolor[0] = 1;
4838 overridecolor[1] = 1;
4839 overridecolor[2] = 1;
4841 if (!strcmp(value, "light_globe"))
4846 overridecolor[0] = 1;
4847 overridecolor[1] = 0.8;
4848 overridecolor[2] = 0.4;
4850 if (!strcmp(value, "light_flame_large_yellow"))
4855 overridecolor[0] = 1;
4856 overridecolor[1] = 0.5;
4857 overridecolor[2] = 0.1;
4859 if (!strcmp(value, "light_flame_small_yellow"))
4864 overridecolor[0] = 1;
4865 overridecolor[1] = 0.5;
4866 overridecolor[2] = 0.1;
4868 if (!strcmp(value, "light_torch_small_white"))
4873 overridecolor[0] = 1;
4874 overridecolor[1] = 0.5;
4875 overridecolor[2] = 0.1;
4877 if (!strcmp(value, "light_torch_small_walltorch"))
4882 overridecolor[0] = 1;
4883 overridecolor[1] = 0.5;
4884 overridecolor[2] = 0.1;
4888 else if (!strcmp("style", key))
4889 style = atoi(value);
4890 else if (!strcmp("skin", key))
4891 skin = (int)atof(value);
4892 else if (!strcmp("pflags", key))
4893 pflags = (int)atof(value);
4894 else if (!strcmp("effects", key))
4895 effects = (int)atof(value);
4896 else if (cl.worldmodel->type == mod_brushq3)
4898 if (!strcmp("scale", key))
4899 lightscale = atof(value);
4900 if (!strcmp("fade", key))
4901 fadescale = atof(value);
4906 if (lightscale <= 0)
4910 if (color[0] == color[1] && color[0] == color[2])
4912 color[0] *= overridecolor[0];
4913 color[1] *= overridecolor[1];
4914 color[2] *= overridecolor[2];
4916 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
4917 color[0] = color[0] * light[0];
4918 color[1] = color[1] * light[1];
4919 color[2] = color[2] * light[2];
4922 case LIGHTTYPE_MINUSX:
4924 case LIGHTTYPE_RECIPX:
4926 VectorScale(color, (1.0f / 16.0f), color);
4928 case LIGHTTYPE_RECIPXX:
4930 VectorScale(color, (1.0f / 16.0f), color);
4933 case LIGHTTYPE_NONE:
4937 case LIGHTTYPE_MINUSXX:
4940 VectorAdd(origin, originhack, origin);
4942 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);
4945 Mem_Free(entfiledata);
4949 void R_Shadow_SetCursorLocationForView(void)
4952 vec3_t dest, endpos;
4954 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
4955 trace = CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
4956 if (trace.fraction < 1)
4958 dist = trace.fraction * r_editlights_cursordistance.value;
4959 push = r_editlights_cursorpushback.value;
4963 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
4964 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
4968 VectorClear( endpos );
4970 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
4971 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
4972 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
4975 void R_Shadow_UpdateWorldLightSelection(void)
4977 if (r_editlights.integer)
4979 R_Shadow_SetCursorLocationForView();
4980 R_Shadow_SelectLightInView();
4983 R_Shadow_SelectLight(NULL);
4986 void R_Shadow_EditLights_Clear_f(void)
4988 R_Shadow_ClearWorldLights();
4991 void R_Shadow_EditLights_Reload_f(void)
4995 strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
4996 R_Shadow_ClearWorldLights();
4997 R_Shadow_LoadWorldLights();
4998 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5000 R_Shadow_LoadLightsFile();
5001 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5002 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5006 void R_Shadow_EditLights_Save_f(void)
5010 R_Shadow_SaveWorldLights();
5013 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5015 R_Shadow_ClearWorldLights();
5016 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5019 void R_Shadow_EditLights_ImportLightsFile_f(void)
5021 R_Shadow_ClearWorldLights();
5022 R_Shadow_LoadLightsFile();
5025 void R_Shadow_EditLights_Spawn_f(void)
5028 if (!r_editlights.integer)
5030 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5033 if (Cmd_Argc() != 1)
5035 Con_Print("r_editlights_spawn does not take parameters\n");
5038 color[0] = color[1] = color[2] = 1;
5039 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5042 void R_Shadow_EditLights_Edit_f(void)
5044 vec3_t origin, angles, color;
5045 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5046 int style, shadows, flags, normalmode, realtimemode;
5047 char cubemapname[MAX_INPUTLINE];
5048 if (!r_editlights.integer)
5050 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5053 if (!r_shadow_selectedlight)
5055 Con_Print("No selected light.\n");
5058 VectorCopy(r_shadow_selectedlight->origin, origin);
5059 VectorCopy(r_shadow_selectedlight->angles, angles);
5060 VectorCopy(r_shadow_selectedlight->color, color);
5061 radius = r_shadow_selectedlight->radius;
5062 style = r_shadow_selectedlight->style;
5063 if (r_shadow_selectedlight->cubemapname)
5064 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5067 shadows = r_shadow_selectedlight->shadow;
5068 corona = r_shadow_selectedlight->corona;
5069 coronasizescale = r_shadow_selectedlight->coronasizescale;
5070 ambientscale = r_shadow_selectedlight->ambientscale;
5071 diffusescale = r_shadow_selectedlight->diffusescale;
5072 specularscale = r_shadow_selectedlight->specularscale;
5073 flags = r_shadow_selectedlight->flags;
5074 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5075 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5076 if (!strcmp(Cmd_Argv(1), "origin"))
5078 if (Cmd_Argc() != 5)
5080 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5083 origin[0] = atof(Cmd_Argv(2));
5084 origin[1] = atof(Cmd_Argv(3));
5085 origin[2] = atof(Cmd_Argv(4));
5087 else if (!strcmp(Cmd_Argv(1), "originx"))
5089 if (Cmd_Argc() != 3)
5091 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5094 origin[0] = atof(Cmd_Argv(2));
5096 else if (!strcmp(Cmd_Argv(1), "originy"))
5098 if (Cmd_Argc() != 3)
5100 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5103 origin[1] = atof(Cmd_Argv(2));
5105 else if (!strcmp(Cmd_Argv(1), "originz"))
5107 if (Cmd_Argc() != 3)
5109 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5112 origin[2] = atof(Cmd_Argv(2));
5114 else if (!strcmp(Cmd_Argv(1), "move"))
5116 if (Cmd_Argc() != 5)
5118 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5121 origin[0] += atof(Cmd_Argv(2));
5122 origin[1] += atof(Cmd_Argv(3));
5123 origin[2] += atof(Cmd_Argv(4));
5125 else if (!strcmp(Cmd_Argv(1), "movex"))
5127 if (Cmd_Argc() != 3)
5129 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5132 origin[0] += atof(Cmd_Argv(2));
5134 else if (!strcmp(Cmd_Argv(1), "movey"))
5136 if (Cmd_Argc() != 3)
5138 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5141 origin[1] += atof(Cmd_Argv(2));
5143 else if (!strcmp(Cmd_Argv(1), "movez"))
5145 if (Cmd_Argc() != 3)
5147 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5150 origin[2] += atof(Cmd_Argv(2));
5152 else if (!strcmp(Cmd_Argv(1), "angles"))
5154 if (Cmd_Argc() != 5)
5156 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5159 angles[0] = atof(Cmd_Argv(2));
5160 angles[1] = atof(Cmd_Argv(3));
5161 angles[2] = atof(Cmd_Argv(4));
5163 else if (!strcmp(Cmd_Argv(1), "anglesx"))
5165 if (Cmd_Argc() != 3)
5167 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5170 angles[0] = atof(Cmd_Argv(2));
5172 else if (!strcmp(Cmd_Argv(1), "anglesy"))
5174 if (Cmd_Argc() != 3)
5176 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5179 angles[1] = atof(Cmd_Argv(2));
5181 else if (!strcmp(Cmd_Argv(1), "anglesz"))
5183 if (Cmd_Argc() != 3)
5185 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5188 angles[2] = atof(Cmd_Argv(2));
5190 else if (!strcmp(Cmd_Argv(1), "color"))
5192 if (Cmd_Argc() != 5)
5194 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5197 color[0] = atof(Cmd_Argv(2));
5198 color[1] = atof(Cmd_Argv(3));
5199 color[2] = atof(Cmd_Argv(4));
5201 else if (!strcmp(Cmd_Argv(1), "radius"))
5203 if (Cmd_Argc() != 3)
5205 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5208 radius = atof(Cmd_Argv(2));
5210 else if (!strcmp(Cmd_Argv(1), "colorscale"))
5212 if (Cmd_Argc() == 3)
5214 double scale = atof(Cmd_Argv(2));
5221 if (Cmd_Argc() != 5)
5223 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
5226 color[0] *= atof(Cmd_Argv(2));
5227 color[1] *= atof(Cmd_Argv(3));
5228 color[2] *= atof(Cmd_Argv(4));
5231 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5233 if (Cmd_Argc() != 3)
5235 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5238 radius *= atof(Cmd_Argv(2));
5240 else if (!strcmp(Cmd_Argv(1), "style"))
5242 if (Cmd_Argc() != 3)
5244 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5247 style = atoi(Cmd_Argv(2));
5249 else if (!strcmp(Cmd_Argv(1), "cubemap"))
5253 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5256 if (Cmd_Argc() == 3)
5257 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5261 else if (!strcmp(Cmd_Argv(1), "shadows"))
5263 if (Cmd_Argc() != 3)
5265 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5268 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5270 else if (!strcmp(Cmd_Argv(1), "corona"))
5272 if (Cmd_Argc() != 3)
5274 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5277 corona = atof(Cmd_Argv(2));
5279 else if (!strcmp(Cmd_Argv(1), "coronasize"))
5281 if (Cmd_Argc() != 3)
5283 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5286 coronasizescale = atof(Cmd_Argv(2));
5288 else if (!strcmp(Cmd_Argv(1), "ambient"))
5290 if (Cmd_Argc() != 3)
5292 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5295 ambientscale = atof(Cmd_Argv(2));
5297 else if (!strcmp(Cmd_Argv(1), "diffuse"))
5299 if (Cmd_Argc() != 3)
5301 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5304 diffusescale = atof(Cmd_Argv(2));
5306 else if (!strcmp(Cmd_Argv(1), "specular"))
5308 if (Cmd_Argc() != 3)
5310 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5313 specularscale = atof(Cmd_Argv(2));
5315 else if (!strcmp(Cmd_Argv(1), "normalmode"))
5317 if (Cmd_Argc() != 3)
5319 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5322 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5324 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5326 if (Cmd_Argc() != 3)
5328 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5331 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5335 Con_Print("usage: r_editlights_edit [property] [value]\n");
5336 Con_Print("Selected light's properties:\n");
5337 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5338 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5339 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5340 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
5341 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
5342 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
5343 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5344 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
5345 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
5346 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
5347 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
5348 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
5349 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5350 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5353 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5354 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5357 void R_Shadow_EditLights_EditAll_f(void)
5363 if (!r_editlights.integer)
5365 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5369 // EditLights doesn't seem to have a "remove" command or something so:
5370 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5371 for (lightindex = 0;lightindex < range;lightindex++)
5373 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5376 R_Shadow_SelectLight(light);
5377 R_Shadow_EditLights_Edit_f();
5381 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5383 int lightnumber, lightcount;
5384 size_t lightindex, range;
5388 if (!r_editlights.integer)
5390 x = vid_conwidth.value - 240;
5392 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5395 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5396 for (lightindex = 0;lightindex < range;lightindex++)
5398 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5401 if (light == r_shadow_selectedlight)
5402 lightnumber = lightindex;
5405 dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
5406 dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
5408 if (r_shadow_selectedlight == NULL)
5410 dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5411 dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5412 dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5413 dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5414 dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5415 dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5416 dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5417 dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5418 dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5419 dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5420 dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5421 dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5422 dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5423 dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5424 dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5427 void R_Shadow_EditLights_ToggleShadow_f(void)
5429 if (!r_editlights.integer)
5431 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5434 if (!r_shadow_selectedlight)
5436 Con_Print("No selected light.\n");
5439 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);
5442 void R_Shadow_EditLights_ToggleCorona_f(void)
5444 if (!r_editlights.integer)
5446 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5449 if (!r_shadow_selectedlight)
5451 Con_Print("No selected light.\n");
5454 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);
5457 void R_Shadow_EditLights_Remove_f(void)
5459 if (!r_editlights.integer)
5461 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
5464 if (!r_shadow_selectedlight)
5466 Con_Print("No selected light.\n");
5469 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5470 r_shadow_selectedlight = NULL;
5473 void R_Shadow_EditLights_Help_f(void)
5476 "Documentation on r_editlights system:\n"
5478 "r_editlights : enable/disable editing mode\n"
5479 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5480 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5481 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5482 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5483 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5485 "r_editlights_help : this help\n"
5486 "r_editlights_clear : remove all lights\n"
5487 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5488 "r_editlights_save : save to .rtlights file\n"
5489 "r_editlights_spawn : create a light with default settings\n"
5490 "r_editlights_edit command : edit selected light - more documentation below\n"
5491 "r_editlights_remove : remove selected light\n"
5492 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5493 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5494 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5496 "origin x y z : set light location\n"
5497 "originx x: set x component of light location\n"
5498 "originy y: set y component of light location\n"
5499 "originz z: set z component of light location\n"
5500 "move x y z : adjust light location\n"
5501 "movex x: adjust x component of light location\n"
5502 "movey y: adjust y component of light location\n"
5503 "movez z: adjust z component of light location\n"
5504 "angles x y z : set light angles\n"
5505 "anglesx x: set x component of light angles\n"
5506 "anglesy y: set y component of light angles\n"
5507 "anglesz z: set z component of light angles\n"
5508 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5509 "radius radius : set radius (size) of light\n"
5510 "colorscale grey : multiply color of light (1 does nothing)\n"
5511 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5512 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5513 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5514 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5515 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5516 "shadows 1/0 : turn on/off shadows\n"
5517 "corona n : set corona intensity\n"
5518 "coronasize n : set corona size (0-1)\n"
5519 "ambient n : set ambient intensity (0-1)\n"
5520 "diffuse n : set diffuse intensity (0-1)\n"
5521 "specular n : set specular intensity (0-1)\n"
5522 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
5523 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
5524 "<nothing> : print light properties to console\n"
5528 void R_Shadow_EditLights_CopyInfo_f(void)
5530 if (!r_editlights.integer)
5532 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
5535 if (!r_shadow_selectedlight)
5537 Con_Print("No selected light.\n");
5540 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
5541 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
5542 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
5543 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
5544 if (r_shadow_selectedlight->cubemapname)
5545 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
5547 r_shadow_bufferlight.cubemapname[0] = 0;
5548 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
5549 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
5550 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
5551 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
5552 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
5553 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
5554 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
5557 void R_Shadow_EditLights_PasteInfo_f(void)
5559 if (!r_editlights.integer)
5561 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
5564 if (!r_shadow_selectedlight)
5566 Con_Print("No selected light.\n");
5569 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);
5572 void R_Shadow_EditLights_Init(void)
5574 Cvar_RegisterVariable(&r_editlights);
5575 Cvar_RegisterVariable(&r_editlights_cursordistance);
5576 Cvar_RegisterVariable(&r_editlights_cursorpushback);
5577 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
5578 Cvar_RegisterVariable(&r_editlights_cursorgrid);
5579 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
5580 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
5581 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
5582 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)");
5583 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
5584 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
5585 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
5586 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)");
5587 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
5588 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
5589 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
5590 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
5591 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
5592 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
5593 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)");
5599 =============================================================================
5603 =============================================================================
5606 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
5608 VectorClear(diffusecolor);
5609 VectorClear(diffusenormal);
5611 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
5613 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient * (2.0f / 128.0f);
5614 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
5617 VectorSet(ambientcolor, 1, 1, 1);
5624 for (i = 0;i < r_refdef.scene.numlights;i++)
5626 light = r_refdef.scene.lights[i];
5627 Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
5628 f = 1 - VectorLength2(v);
5629 if (f > 0 && CL_Move(p, vec3_origin, vec3_origin, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
5630 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);