3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_STENCIL,
149 R_SHADOW_RENDERMODE_STENCILTWOSIDE,
150 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
151 R_SHADOW_RENDERMODE_LIGHT_DOT3,
152 R_SHADOW_RENDERMODE_LIGHT_GLSL,
153 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
154 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
156 r_shadow_rendermode_t;
158 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
159 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
162 mempool_t *r_shadow_mempool;
164 int maxshadowelements;
178 int r_shadow_buffer_numleafpvsbytes;
179 unsigned char *r_shadow_buffer_leafpvs;
180 int *r_shadow_buffer_leaflist;
182 int r_shadow_buffer_numsurfacepvsbytes;
183 unsigned char *r_shadow_buffer_surfacepvs;
184 int *r_shadow_buffer_surfacelist;
186 rtexturepool_t *r_shadow_texturepool;
187 rtexture_t *r_shadow_attenuation2dtexture;
188 rtexture_t *r_shadow_attenuation3dtexture;
190 // lights are reloaded when this changes
191 char r_shadow_mapname[MAX_QPATH];
193 // used only for light filters (cubemaps)
194 rtexturepool_t *r_shadow_filters_texturepool;
196 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
197 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
198 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
199 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
200 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
201 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
202 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
203 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
204 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
205 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
206 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
207 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
208 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
209 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal culling optimizations on dynamic lights (slow! you probably don't want this!)"};
210 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
211 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
212 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
213 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
214 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
215 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
216 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
217 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
218 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
219 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_shadow_glsl lighting)"};
220 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
221 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
222 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
223 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0", "enables offset mapping effect (also known as parallax mapping or sometimes as virtual displacement mapping, not as good as relief mapping or silohuette mapping but much faster), can cause strange artifacts on many textures, requires bumpmaps for depth information (normalmaps can have depth information as alpha channel, but most do not)"};
224 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04", "how deep the offset mapping effect is, and whether it is inward or outward"};
225 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04", "pushes the effect closer/further"};
226 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0", "use half and hvec variables in GLSL shader for a speed gain (NVIDIA only)"};
227 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1", "normalize bumpmap texels in GLSL shader, produces a more rounded look on small bumps and dents"};
228 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
229 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
230 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
231 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
232 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
233 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
234 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
236 float r_shadow_attenpower, r_shadow_attenscale;
238 rtlight_t *r_shadow_compilingrtlight;
239 dlight_t *r_shadow_worldlightchain;
240 dlight_t *r_shadow_selectedlight;
241 dlight_t r_shadow_bufferlight;
242 vec3_t r_editlights_cursorlocation;
244 rtexture_t *lighttextures[5];
246 extern int con_vislines;
248 typedef struct cubemapinfo_s
255 #define MAX_CUBEMAPS 256
256 static int numcubemaps;
257 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
259 #define SHADERPERMUTATION_COLORMAPPING (1<<0)
260 #define SHADERPERMUTATION_SPECULAR (1<<1)
261 #define SHADERPERMUTATION_FOG (1<<2)
262 #define SHADERPERMUTATION_CUBEFILTER (1<<3)
263 #define SHADERPERMUTATION_OFFSETMAPPING (1<<4)
264 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<5)
265 #define SHADERPERMUTATION_GEFORCEFX (1<<6)
266 #define SHADERPERMUTATION_COUNT (1<<7)
268 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
270 void R_Shadow_UncompileWorldLights(void);
271 void R_Shadow_ClearWorldLights(void);
272 void R_Shadow_SaveWorldLights(void);
273 void R_Shadow_LoadWorldLights(void);
274 void R_Shadow_LoadLightsFile(void);
275 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
276 void R_Shadow_EditLights_Reload_f(void);
277 void R_Shadow_ValidateCvars(void);
278 static void R_Shadow_MakeTextures(void);
279 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
281 const char *builtinshader_light_vert =
282 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
283 "// written by Forest 'LordHavoc' Hale\n"
285 "// use half floats if available for math performance\n"
287 "#define myhalf half\n"
288 "#define myhvec2 hvec2\n"
289 "#define myhvec3 hvec3\n"
290 "#define myhvec4 hvec4\n"
292 "#define myhalf float\n"
293 "#define myhvec2 vec2\n"
294 "#define myhvec3 vec3\n"
295 "#define myhvec4 vec4\n"
298 "uniform vec3 LightPosition;\n"
300 "varying vec2 TexCoord;\n"
301 "varying myhvec3 CubeVector;\n"
302 "varying vec3 LightVector;\n"
304 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
305 "uniform vec3 EyePosition;\n"
306 "varying vec3 EyeVector;\n"
309 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
313 " // copy the surface texcoord\n"
314 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
316 " // transform vertex position into light attenuation/cubemap space\n"
317 " // (-1 to +1 across the light box)\n"
318 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
320 " // transform unnormalized light direction into tangent space\n"
321 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
322 " // normalize it per pixel)\n"
323 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
324 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
325 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
326 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
328 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
329 " // transform unnormalized eye direction into tangent space\n"
330 " vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
331 " EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
332 " EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
333 " EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
336 " // transform vertex to camera space, using ftransform to match non-VS\n"
338 " gl_Position = ftransform();\n"
342 const char *builtinshader_light_frag =
343 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
344 "// written by Forest 'LordHavoc' Hale\n"
346 "// use half floats if available for math performance\n"
348 "#define myhalf half\n"
349 "#define myhvec2 hvec2\n"
350 "#define myhvec3 hvec3\n"
351 "#define myhvec4 hvec4\n"
353 "#define myhalf float\n"
354 "#define myhvec2 vec2\n"
355 "#define myhvec3 vec3\n"
356 "#define myhvec4 vec4\n"
359 "uniform myhvec3 LightColor;\n"
360 "#ifdef USEOFFSETMAPPING\n"
361 "uniform myhalf OffsetMapping_Scale;\n"
362 "uniform myhalf OffsetMapping_Bias;\n"
364 "#ifdef USESPECULAR\n"
365 "uniform myhalf SpecularPower;\n"
368 "uniform myhalf FogRangeRecip;\n"
370 "uniform myhalf AmbientScale;\n"
371 "uniform myhalf DiffuseScale;\n"
372 "#ifdef USESPECULAR\n"
373 "uniform myhalf SpecularScale;\n"
376 "#ifdef USECOLORMAPPING\n"
377 "uniform myhvec3 Color_Pants;\n"
378 "uniform myhvec3 Color_Shirt;\n"
381 "uniform sampler2D Texture_Normal;\n"
382 "uniform sampler2D Texture_Color;\n"
383 "uniform sampler2D Texture_Pants;\n"
384 "uniform sampler2D Texture_Shirt;\n"
385 "#ifdef USESPECULAR\n"
386 "uniform sampler2D Texture_Gloss;\n"
388 "#ifdef USECUBEFILTER\n"
389 "uniform samplerCube Texture_Cube;\n"
392 "uniform sampler2D Texture_FogMask;\n"
395 "varying vec2 TexCoord;\n"
396 "varying myhvec3 CubeVector;\n"
397 "varying vec3 LightVector;\n"
398 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
399 "varying vec3 EyeVector;\n"
406 " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
407 " // center and sharp falloff at the edge, this is about the most efficient\n"
408 " // we can get away with as far as providing illumination.\n"
410 " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
411 " // provide significant illumination, large = slow = pain.\n"
412 " myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
416 " colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
419 "#ifdef USEOFFSETMAPPING\n"
420 " // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
421 " myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
422 " myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
423 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
424 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
425 "#define TexCoord TexCoordOffset\n"
428 " // get the surface normal\n"
429 "#ifdef SURFACENORMALIZE\n"
430 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
432 " myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
435 " // calculate shading\n"
436 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
437 " myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord));\n"
438 "#ifdef USECOLORMAPPING\n"
439 " color += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
441 " color *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
442 "#ifdef USESPECULAR\n"
443 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
444 " color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
447 "#ifdef USECUBEFILTER\n"
448 " // apply light cubemap filter\n"
449 " color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
452 " // calculate fragment color (apply light color and attenuation/fog scaling)\n"
453 " gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
457 void r_shadow_start(void)
460 // use half float math where available (speed gain on NVIDIA GFFX and GF6)
461 if (gl_support_half_float)
462 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
463 // allocate vertex processing arrays
465 r_shadow_attenuation2dtexture = NULL;
466 r_shadow_attenuation3dtexture = NULL;
467 r_shadow_texturepool = NULL;
468 r_shadow_filters_texturepool = NULL;
469 R_Shadow_ValidateCvars();
470 R_Shadow_MakeTextures();
471 maxshadowelements = 0;
472 shadowelements = NULL;
480 shadowmarklist = NULL;
482 r_shadow_buffer_numleafpvsbytes = 0;
483 r_shadow_buffer_leafpvs = NULL;
484 r_shadow_buffer_leaflist = NULL;
485 r_shadow_buffer_numsurfacepvsbytes = 0;
486 r_shadow_buffer_surfacepvs = NULL;
487 r_shadow_buffer_surfacelist = NULL;
488 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
489 r_shadow_program_light[i] = 0;
490 if (gl_support_fragment_shader)
492 char *vertstring, *fragstring;
493 int vertstrings_count;
494 int fragstrings_count;
495 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
496 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
497 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false, NULL);
498 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false, NULL);
499 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
501 char permutationname[256];
502 vertstrings_count = 0;
503 fragstrings_count = 0;
504 permutationname[0] = 0;
505 if (i & SHADERPERMUTATION_COLORMAPPING)
507 vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n";
508 fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n";
509 strlcat(permutationname, " colormapping", sizeof(permutationname));
511 if (i & SHADERPERMUTATION_SPECULAR)
513 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
514 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
515 strlcat(permutationname, " specular", sizeof(permutationname));
517 if (i & SHADERPERMUTATION_FOG)
519 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
520 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
521 strlcat(permutationname, " fog", sizeof(permutationname));
523 if (i & SHADERPERMUTATION_CUBEFILTER)
525 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
526 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
527 strlcat(permutationname, " cubefilter", sizeof(permutationname));
529 if (i & SHADERPERMUTATION_OFFSETMAPPING)
531 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
532 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
533 strlcat(permutationname, " offsetmapping", sizeof(permutationname));
535 if (i & SHADERPERMUTATION_SURFACENORMALIZE)
537 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
538 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
539 strlcat(permutationname, " surfacenormalize", sizeof(permutationname));
541 if (i & SHADERPERMUTATION_GEFORCEFX)
543 // if the extension does not exist, don't try to compile it
544 if (!gl_support_half_float)
546 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
547 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
548 strlcat(permutationname, " halffloat", sizeof(permutationname));
550 vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
551 fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
552 r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
553 if (!r_shadow_program_light[i])
555 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/light");
558 qglUseProgramObjectARB(r_shadow_program_light[i]);
559 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
560 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
561 if (i & SHADERPERMUTATION_SPECULAR)
563 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
565 if (i & SHADERPERMUTATION_CUBEFILTER)
567 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
569 if (i & SHADERPERMUTATION_FOG)
571 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
573 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Pants"), 5);CHECKGLERROR
574 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Shirt"), 6);CHECKGLERROR
576 qglUseProgramObjectARB(0);
578 Mem_Free(fragstring);
580 Mem_Free(vertstring);
584 void r_shadow_shutdown(void)
587 R_Shadow_UncompileWorldLights();
588 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
590 if (r_shadow_program_light[i])
592 GL_Backend_FreeProgram(r_shadow_program_light[i]);
593 r_shadow_program_light[i] = 0;
597 r_shadow_attenuation2dtexture = NULL;
598 r_shadow_attenuation3dtexture = NULL;
599 R_FreeTexturePool(&r_shadow_texturepool);
600 R_FreeTexturePool(&r_shadow_filters_texturepool);
601 maxshadowelements = 0;
603 Mem_Free(shadowelements);
604 shadowelements = NULL;
607 Mem_Free(vertexupdate);
610 Mem_Free(vertexremap);
616 Mem_Free(shadowmark);
619 Mem_Free(shadowmarklist);
620 shadowmarklist = NULL;
622 r_shadow_buffer_numleafpvsbytes = 0;
623 if (r_shadow_buffer_leafpvs)
624 Mem_Free(r_shadow_buffer_leafpvs);
625 r_shadow_buffer_leafpvs = NULL;
626 if (r_shadow_buffer_leaflist)
627 Mem_Free(r_shadow_buffer_leaflist);
628 r_shadow_buffer_leaflist = NULL;
629 r_shadow_buffer_numsurfacepvsbytes = 0;
630 if (r_shadow_buffer_surfacepvs)
631 Mem_Free(r_shadow_buffer_surfacepvs);
632 r_shadow_buffer_surfacepvs = NULL;
633 if (r_shadow_buffer_surfacelist)
634 Mem_Free(r_shadow_buffer_surfacelist);
635 r_shadow_buffer_surfacelist = NULL;
638 void r_shadow_newmap(void)
642 void R_Shadow_Help_f(void)
645 "Documentation on r_shadow system:\n"
647 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
648 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
649 "r_shadow_debuglight : render only this light number (-1 = all)\n"
650 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
651 "r_shadow_gloss2intensity : brightness of forced gloss\n"
652 "r_shadow_glossintensity : brightness of textured gloss\n"
653 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
654 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
655 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
656 "r_shadow_portallight : use portal visibility for static light precomputation\n"
657 "r_shadow_projectdistance : shadow volume projection distance\n"
658 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
659 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
660 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
661 "r_shadow_realtime_world : use high quality world lighting mode\n"
662 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
663 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
664 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
665 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
666 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
667 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
668 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
669 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
670 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
671 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
672 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
673 "r_shadow_scissor : use scissor optimization\n"
674 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
675 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
676 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
677 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
678 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
680 "r_shadow_help : this help\n"
684 void R_Shadow_Init(void)
686 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
687 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
688 Cvar_RegisterVariable(&r_shadow_debuglight);
689 Cvar_RegisterVariable(&r_shadow_gloss);
690 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
691 Cvar_RegisterVariable(&r_shadow_glossintensity);
692 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
693 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
694 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
695 Cvar_RegisterVariable(&r_shadow_portallight);
696 Cvar_RegisterVariable(&r_shadow_projectdistance);
697 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
698 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
699 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
700 Cvar_RegisterVariable(&r_shadow_realtime_world);
701 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
702 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
703 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
704 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
705 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
706 Cvar_RegisterVariable(&r_shadow_scissor);
707 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
708 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
709 Cvar_RegisterVariable(&r_shadow_texture3d);
710 Cvar_RegisterVariable(&r_shadow_visiblelighting);
711 Cvar_RegisterVariable(&r_shadow_visiblevolumes);
712 Cvar_RegisterVariable(&r_shadow_glsl);
713 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
714 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
715 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
716 Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
717 Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
718 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
719 if (gamemode == GAME_TENEBRAE)
721 Cvar_SetValue("r_shadow_gloss", 2);
722 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
724 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
725 R_Shadow_EditLights_Init();
726 r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
727 r_shadow_worldlightchain = NULL;
728 maxshadowelements = 0;
729 shadowelements = NULL;
737 shadowmarklist = NULL;
739 r_shadow_buffer_numleafpvsbytes = 0;
740 r_shadow_buffer_leafpvs = NULL;
741 r_shadow_buffer_leaflist = NULL;
742 r_shadow_buffer_numsurfacepvsbytes = 0;
743 r_shadow_buffer_surfacepvs = NULL;
744 r_shadow_buffer_surfacelist = NULL;
745 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
748 matrix4x4_t matrix_attenuationxyz =
751 {0.5, 0.0, 0.0, 0.5},
752 {0.0, 0.5, 0.0, 0.5},
753 {0.0, 0.0, 0.5, 0.5},
758 matrix4x4_t matrix_attenuationz =
761 {0.0, 0.0, 0.5, 0.5},
762 {0.0, 0.0, 0.0, 0.5},
763 {0.0, 0.0, 0.0, 0.5},
768 int *R_Shadow_ResizeShadowElements(int numtris)
770 // make sure shadowelements is big enough for this volume
771 if (maxshadowelements < numtris * 24)
773 maxshadowelements = numtris * 24;
775 Mem_Free(shadowelements);
776 shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
778 return shadowelements;
781 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
783 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
784 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
785 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
787 if (r_shadow_buffer_leafpvs)
788 Mem_Free(r_shadow_buffer_leafpvs);
789 if (r_shadow_buffer_leaflist)
790 Mem_Free(r_shadow_buffer_leaflist);
791 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
792 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
793 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
795 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
797 if (r_shadow_buffer_surfacepvs)
798 Mem_Free(r_shadow_buffer_surfacepvs);
799 if (r_shadow_buffer_surfacelist)
800 Mem_Free(r_shadow_buffer_surfacelist);
801 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
802 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
803 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
807 void R_Shadow_PrepareShadowMark(int numtris)
809 // make sure shadowmark is big enough for this volume
810 if (maxshadowmark < numtris)
812 maxshadowmark = numtris;
814 Mem_Free(shadowmark);
816 Mem_Free(shadowmarklist);
817 shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
818 shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
822 // if shadowmarkcount wrapped we clear the array and adjust accordingly
823 if (shadowmarkcount == 0)
826 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
831 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
834 int outtriangles = 0, outvertices = 0;
838 if (maxvertexupdate < innumvertices)
840 maxvertexupdate = innumvertices;
842 Mem_Free(vertexupdate);
844 Mem_Free(vertexremap);
845 vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
846 vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
850 if (vertexupdatenum == 0)
853 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
854 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
857 for (i = 0;i < numshadowmarktris;i++)
858 shadowmark[shadowmarktris[i]] = shadowmarkcount;
860 for (i = 0;i < numshadowmarktris;i++)
862 element = inelement3i + shadowmarktris[i] * 3;
863 // make sure the vertices are created
864 for (j = 0;j < 3;j++)
866 if (vertexupdate[element[j]] != vertexupdatenum)
868 float ratio, direction[3];
869 vertexupdate[element[j]] = vertexupdatenum;
870 vertexremap[element[j]] = outvertices;
871 vertex = invertex3f + element[j] * 3;
872 // project one copy of the vertex to the sphere radius of the light
873 // (FIXME: would projecting it to the light box be better?)
874 VectorSubtract(vertex, projectorigin, direction);
875 ratio = projectdistance / VectorLength(direction);
876 VectorCopy(vertex, outvertex3f);
877 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
884 for (i = 0;i < numshadowmarktris;i++)
886 int remappedelement[3];
888 const int *neighbortriangle;
890 markindex = shadowmarktris[i] * 3;
891 element = inelement3i + markindex;
892 neighbortriangle = inneighbor3i + markindex;
893 // output the front and back triangles
894 outelement3i[0] = vertexremap[element[0]];
895 outelement3i[1] = vertexremap[element[1]];
896 outelement3i[2] = vertexremap[element[2]];
897 outelement3i[3] = vertexremap[element[2]] + 1;
898 outelement3i[4] = vertexremap[element[1]] + 1;
899 outelement3i[5] = vertexremap[element[0]] + 1;
903 // output the sides (facing outward from this triangle)
904 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
906 remappedelement[0] = vertexremap[element[0]];
907 remappedelement[1] = vertexremap[element[1]];
908 outelement3i[0] = remappedelement[1];
909 outelement3i[1] = remappedelement[0];
910 outelement3i[2] = remappedelement[0] + 1;
911 outelement3i[3] = remappedelement[1];
912 outelement3i[4] = remappedelement[0] + 1;
913 outelement3i[5] = remappedelement[1] + 1;
918 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
920 remappedelement[1] = vertexremap[element[1]];
921 remappedelement[2] = vertexremap[element[2]];
922 outelement3i[0] = remappedelement[2];
923 outelement3i[1] = remappedelement[1];
924 outelement3i[2] = remappedelement[1] + 1;
925 outelement3i[3] = remappedelement[2];
926 outelement3i[4] = remappedelement[1] + 1;
927 outelement3i[5] = remappedelement[2] + 1;
932 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
934 remappedelement[0] = vertexremap[element[0]];
935 remappedelement[2] = vertexremap[element[2]];
936 outelement3i[0] = remappedelement[0];
937 outelement3i[1] = remappedelement[2];
938 outelement3i[2] = remappedelement[2] + 1;
939 outelement3i[3] = remappedelement[0];
940 outelement3i[4] = remappedelement[2] + 1;
941 outelement3i[5] = remappedelement[0] + 1;
948 *outnumvertices = outvertices;
952 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
955 if (projectdistance < 0.1)
957 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
960 if (!numverts || !nummarktris)
962 // make sure shadowelements is big enough for this volume
963 if (maxshadowelements < nummarktris * 24)
964 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
965 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
966 renderstats.lights_dynamicshadowtriangles += tris;
967 R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
970 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
975 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
977 tend = firsttriangle + numtris;
978 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
979 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
980 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
982 // surface box entirely inside light box, no box cull
983 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
984 if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
985 shadowmarklist[numshadowmark++] = t;
989 // surface box not entirely inside light box, cull each triangle
990 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
992 v[0] = invertex3f + e[0] * 3;
993 v[1] = invertex3f + e[1] * 3;
994 v[2] = invertex3f + e[2] * 3;
995 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
996 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
997 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
998 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
999 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
1000 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
1001 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1002 shadowmarklist[numshadowmark++] = t;
1007 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
1010 if (r_shadow_compilingrtlight)
1012 // if we're compiling an rtlight, capture the mesh
1013 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
1016 renderstats.lights_shadowtriangles += numtriangles;
1017 memset(&m, 0, sizeof(m));
1018 m.pointer_vertex = vertex3f;
1020 GL_LockArrays(0, numvertices);
1021 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
1023 // decrement stencil if backface is behind depthbuffer
1024 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
1025 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1026 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1027 // increment stencil if frontface is behind depthbuffer
1028 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1029 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1031 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1032 GL_LockArrays(0, 0);
1035 static void R_Shadow_MakeTextures(void)
1038 float v[3], intensity;
1039 unsigned char *data;
1040 R_FreeTexturePool(&r_shadow_texturepool);
1041 r_shadow_texturepool = R_AllocTexturePool();
1042 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1043 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1044 #define ATTEN2DSIZE 64
1045 #define ATTEN3DSIZE 32
1046 data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1047 for (y = 0;y < ATTEN2DSIZE;y++)
1049 for (x = 0;x < ATTEN2DSIZE;x++)
1051 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1052 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1054 intensity = 1.0f - sqrt(DotProduct(v, v));
1056 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1057 d = bound(0, intensity, 255);
1058 data[(y*ATTEN2DSIZE+x)*4+0] = d;
1059 data[(y*ATTEN2DSIZE+x)*4+1] = d;
1060 data[(y*ATTEN2DSIZE+x)*4+2] = d;
1061 data[(y*ATTEN2DSIZE+x)*4+3] = d;
1064 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1065 if (r_shadow_texture3d.integer)
1067 for (z = 0;z < ATTEN3DSIZE;z++)
1069 for (y = 0;y < ATTEN3DSIZE;y++)
1071 for (x = 0;x < ATTEN3DSIZE;x++)
1073 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1074 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1075 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1076 intensity = 1.0f - sqrt(DotProduct(v, v));
1078 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1079 d = bound(0, intensity, 255);
1080 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1081 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1082 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1083 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1087 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1092 void R_Shadow_ValidateCvars(void)
1094 if (r_shadow_texture3d.integer && !gl_texture3d)
1095 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1096 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1097 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1100 // light currently being rendered
1101 rtlight_t *r_shadow_rtlight;
1103 // this is the location of the eye in entity space
1104 vec3_t r_shadow_entityeyeorigin;
1105 // this is the location of the light in entity space
1106 vec3_t r_shadow_entitylightorigin;
1107 // this transforms entity coordinates to light filter cubemap coordinates
1108 // (also often used for other purposes)
1109 matrix4x4_t r_shadow_entitytolight;
1110 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1111 // of attenuation texturing in full 3D (Z result often ignored)
1112 matrix4x4_t r_shadow_entitytoattenuationxyz;
1113 // this transforms only the Z to S, and T is always 0.5
1114 matrix4x4_t r_shadow_entitytoattenuationz;
1116 static int r_shadow_lightpermutation;
1117 static int r_shadow_lightprog;
1119 void R_Shadow_RenderMode_Begin(void)
1123 R_Shadow_ValidateCvars();
1125 if (!r_shadow_attenuation2dtexture
1126 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1127 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1128 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1129 R_Shadow_MakeTextures();
1131 memset(&m, 0, sizeof(m));
1133 GL_BlendFunc(GL_ONE, GL_ZERO);
1134 GL_DepthMask(false);
1136 GL_Color(0, 0, 0, 1);
1137 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1138 qglEnable(GL_CULL_FACE);
1139 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1141 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1143 if (gl_ext_stenciltwoside.integer)
1144 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
1146 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
1148 if (r_shadow_glsl.integer && r_shadow_program_light[0])
1149 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1150 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1151 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1153 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1156 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
1158 r_shadow_rtlight = rtlight;
1161 void R_Shadow_RenderMode_Reset(void)
1164 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1166 qglUseProgramObjectARB(0);
1167 // HACK HACK HACK: work around for bug in NVIDIAI 6xxx drivers that causes GL_OUT_OF_MEMORY and/or software rendering
1168 qglBegin(GL_TRIANGLES);
1172 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1173 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1174 memset(&m, 0, sizeof(m));
1178 void R_Shadow_RenderMode_StencilShadowVolumes(void)
1180 R_Shadow_RenderMode_Reset();
1181 GL_Color(1, 1, 1, 1);
1182 GL_ColorMask(0, 0, 0, 0);
1183 GL_BlendFunc(GL_ONE, GL_ZERO);
1184 GL_DepthMask(false);
1186 qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1187 //if (r_shadow_shadow_polygonoffset.value != 0)
1189 // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1190 // qglEnable(GL_POLYGON_OFFSET_FILL);
1193 // qglDisable(GL_POLYGON_OFFSET_FILL);
1194 qglDepthFunc(GL_LESS);
1195 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1196 qglEnable(GL_STENCIL_TEST);
1197 qglStencilFunc(GL_ALWAYS, 128, ~0);
1198 r_shadow_rendermode = r_shadow_shadowingrendermode;
1199 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1201 qglDisable(GL_CULL_FACE);
1202 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1203 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1205 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1206 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1208 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1212 qglEnable(GL_CULL_FACE);
1214 // this is changed by every shadow render so its value here is unimportant
1215 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1217 GL_Clear(GL_STENCIL_BUFFER_BIT);
1218 renderstats.lights_clears++;
1221 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1223 R_Shadow_RenderMode_Reset();
1224 GL_BlendFunc(GL_ONE, GL_ONE);
1225 GL_DepthMask(false);
1227 qglPolygonOffset(0, 0);
1228 //qglDisable(GL_POLYGON_OFFSET_FILL);
1229 GL_Color(1, 1, 1, 1);
1230 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1232 qglDepthFunc(GL_LEQUAL);
1234 qglDepthFunc(GL_EQUAL);
1235 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1236 qglEnable(GL_CULL_FACE);
1238 qglEnable(GL_STENCIL_TEST);
1240 qglDisable(GL_STENCIL_TEST);
1242 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1243 // only draw light where this geometry was already rendered AND the
1244 // stencil is 128 (values other than this mean shadow)
1245 qglStencilFunc(GL_EQUAL, 128, ~0);
1246 r_shadow_rendermode = r_shadow_lightingrendermode;
1247 // do global setup needed for the chosen lighting mode
1248 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1250 R_Mesh_VertexPointer(varray_vertex3f);
1251 R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]);
1252 R_Mesh_TexCoordPointer(1, 3, varray_svector3f);
1253 R_Mesh_TexCoordPointer(2, 3, varray_tvector3f);
1254 R_Mesh_TexCoordPointer(3, 3, varray_normal3f);
1255 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
1256 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
1257 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
1258 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
1259 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
1260 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
1261 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
1262 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
1263 GL_BlendFunc(GL_ONE, GL_ONE);
1264 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1269 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1271 R_Shadow_RenderMode_Reset();
1272 GL_BlendFunc(GL_ONE, GL_ONE);
1273 GL_DepthMask(false);
1274 GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1275 qglPolygonOffset(0, 0);
1276 GL_Color(0.0, 0.0125, 0.1, 1);
1277 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1278 qglDepthFunc(GL_GEQUAL);
1279 qglCullFace(GL_FRONT); // this culls back
1280 qglDisable(GL_CULL_FACE);
1281 qglDisable(GL_STENCIL_TEST);
1282 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1285 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1287 R_Shadow_RenderMode_Reset();
1288 GL_BlendFunc(GL_ONE, GL_ONE);
1289 GL_DepthMask(false);
1290 GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1291 qglPolygonOffset(0, 0);
1292 GL_Color(0.1, 0.0125, 0, 1);
1293 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1295 qglDepthFunc(GL_LEQUAL);
1297 qglDepthFunc(GL_EQUAL);
1298 qglCullFace(GL_FRONT); // this culls back
1299 qglEnable(GL_CULL_FACE);
1301 qglEnable(GL_STENCIL_TEST);
1303 qglDisable(GL_STENCIL_TEST);
1304 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1307 void R_Shadow_RenderMode_End(void)
1309 R_Shadow_RenderMode_Reset();
1310 R_Shadow_RenderMode_ActiveLight(NULL);
1311 GL_BlendFunc(GL_ONE, GL_ZERO);
1314 qglPolygonOffset(0, 0);
1315 //qglDisable(GL_POLYGON_OFFSET_FILL);
1316 GL_Color(1, 1, 1, 1);
1317 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1318 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1319 qglDepthFunc(GL_LEQUAL);
1320 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1321 qglEnable(GL_CULL_FACE);
1322 qglDisable(GL_STENCIL_TEST);
1323 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1324 if (gl_support_stenciltwoside)
1325 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1327 qglStencilFunc(GL_ALWAYS, 128, ~0);
1328 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1331 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1333 int i, ix1, iy1, ix2, iy2;
1334 float x1, y1, x2, y2;
1337 mplane_t planes[11];
1338 float vertex3f[256*3];
1340 // if view is inside the light box, just say yes it's visible
1341 if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1343 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1347 // create a temporary brush describing the area the light can affect in worldspace
1348 VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1349 VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1350 VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1351 VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1352 VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1353 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1354 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1355 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1356 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1357 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1358 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1360 // turn the brush into a mesh
1361 memset(&mesh, 0, sizeof(rmesh_t));
1362 mesh.maxvertices = 256;
1363 mesh.vertex3f = vertex3f;
1364 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1365 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1367 // if that mesh is empty, the light is not visible at all
1368 if (!mesh.numvertices)
1371 if (!r_shadow_scissor.integer)
1374 // if that mesh is not empty, check what area of the screen it covers
1375 x1 = y1 = x2 = y2 = 0;
1377 for (i = 0;i < mesh.numvertices;i++)
1379 VectorCopy(mesh.vertex3f + i * 3, v);
1380 GL_TransformToScreen(v, v2);
1381 //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]);
1384 if (x1 > v2[0]) x1 = v2[0];
1385 if (x2 < v2[0]) x2 = v2[0];
1386 if (y1 > v2[1]) y1 = v2[1];
1387 if (y2 < v2[1]) y2 = v2[1];
1396 // now convert the scissor rectangle to integer screen coordinates
1401 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1403 // clamp it to the screen
1404 if (ix1 < r_view_x) ix1 = r_view_x;
1405 if (iy1 < r_view_y) iy1 = r_view_y;
1406 if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1407 if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1409 // if it is inside out, it's not visible
1410 if (ix2 <= ix1 || iy2 <= iy1)
1413 // the light area is visible, set up the scissor rectangle
1414 GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1415 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1416 //qglEnable(GL_SCISSOR_TEST);
1417 renderstats.lights_scissored++;
1421 extern float *rsurface_vertex3f;
1422 extern float *rsurface_svector3f;
1423 extern float *rsurface_tvector3f;
1424 extern float *rsurface_normal3f;
1425 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1427 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1429 int numverts = surface->num_vertices;
1430 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1431 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1432 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1433 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1434 if (r_textureunits.integer >= 3)
1436 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1438 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1439 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1440 if ((dot = DotProduct(n, v)) < 0)
1442 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1443 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
1444 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
1445 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
1448 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1449 VectorScale(color4f, f, color4f);
1453 VectorClear(color4f);
1457 else if (r_textureunits.integer >= 2)
1459 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1461 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1462 if ((dist = fabs(v[2])) < 1)
1464 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1465 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1466 if ((dot = DotProduct(n, v)) < 0)
1468 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1469 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1470 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1471 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1475 color4f[0] = ambientcolor[0] * distintensity - reduce;
1476 color4f[1] = ambientcolor[1] * distintensity - reduce;
1477 color4f[2] = ambientcolor[2] * distintensity - reduce;
1481 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1482 VectorScale(color4f, f, color4f);
1486 VectorClear(color4f);
1492 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1494 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1495 if ((dist = DotProduct(v, v)) < 1)
1498 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1499 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1500 if ((dot = DotProduct(n, v)) < 0)
1502 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1503 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1504 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1505 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1509 color4f[0] = ambientcolor[0] * distintensity - reduce;
1510 color4f[1] = ambientcolor[1] * distintensity - reduce;
1511 color4f[2] = ambientcolor[2] * distintensity - reduce;
1515 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1516 VectorScale(color4f, f, color4f);
1520 VectorClear(color4f);
1526 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1527 #define USETEXMATRIX
1529 #ifndef USETEXMATRIX
1530 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1531 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1532 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1536 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1537 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1538 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1545 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1549 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1550 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1558 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1562 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1564 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1565 // the cubemap normalizes this for us
1566 out3f[0] = DotProduct(svector3f, lightdir);
1567 out3f[1] = DotProduct(tvector3f, lightdir);
1568 out3f[2] = DotProduct(normal3f, lightdir);
1572 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1575 float lightdir[3], eyedir[3], halfdir[3];
1576 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1578 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1579 VectorNormalize(lightdir);
1580 VectorSubtract(relativeeyeorigin, vertex3f, eyedir);
1581 VectorNormalize(eyedir);
1582 VectorAdd(lightdir, eyedir, halfdir);
1583 // the cubemap normalizes this for us
1584 out3f[0] = DotProduct(svector3f, halfdir);
1585 out3f[1] = DotProduct(tvector3f, halfdir);
1586 out3f[2] = DotProduct(normal3f, halfdir);
1590 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
1592 // used to display how many times a surface is lit for level design purposes
1593 int surfacelistindex;
1595 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1596 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1597 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1598 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1599 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1600 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1601 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1602 if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
1604 GL_Color(0.1, 0.025, 0, 1);
1605 memset(&m, 0, sizeof(m));
1607 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1609 const msurface_t *surface = surfacelist[surfacelistindex];
1610 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1611 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1612 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1613 GL_LockArrays(0, 0);
1617 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
1619 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1620 int surfacelistindex;
1621 qboolean dobase = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1622 qboolean dopants = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1623 qboolean doshirt = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1624 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1625 if (!dobase && !dopants && !doshirt && !dospecular)
1627 // select a permutation of the lighting shader appropriate to this
1628 // combination of texture, entity, light source, and fogging, only use the
1629 // minimum features necessary to avoid wasting rendering time in the
1630 // fragment shader on features that are not being used
1631 r_shadow_lightpermutation = 0;
1632 // only add a feature to the permutation if that permutation exists
1633 // (otherwise it might end up not using a shader at all, which looks
1634 // worse than using less features)
1635 if (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1636 r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1637 if ((dopants || doshirt) && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_COLORMAPPING])
1638 r_shadow_lightpermutation |= SHADERPERMUTATION_COLORMAPPING;
1639 if (specularscale > 0 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1640 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1641 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1642 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1643 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1644 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1645 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1646 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1647 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1648 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1649 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1650 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1651 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1652 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
1653 R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1654 R_Mesh_TexBind(1, R_GetTexture(basetexture));
1655 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
1656 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1658 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
1660 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1661 if (r_shadow_lightpermutation & SHADERPERMUTATION_COLORMAPPING)
1663 R_Mesh_TexBind(5, R_GetTexture(pantstexture));
1664 R_Mesh_TexBind(6, R_GetTexture(shirttexture));
1665 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Pants"), ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]);CHECKGLERROR
1666 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Shirt"), ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2]);CHECKGLERROR
1668 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1670 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
1672 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1673 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1674 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1676 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1677 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1678 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1680 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1682 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1683 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1685 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1687 const msurface_t *surface = surfacelist[surfacelistindex];
1688 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1689 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1690 if (!rsurface_svector3f)
1692 rsurface_svector3f = varray_svector3f;
1693 rsurface_tvector3f = varray_tvector3f;
1694 rsurface_normal3f = varray_normal3f;
1695 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1697 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1698 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1699 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1700 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1701 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1702 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1703 GL_LockArrays(0, 0);
1707 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1712 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1714 // colorscale accounts for how much we multiply the brightness
1717 // mult is how many times the final pass of the lighting will be
1718 // performed to get more brightness than otherwise possible.
1720 // Limit mult to 64 for sanity sake.
1721 if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1723 // 3 3D combine path (Geforce3, Radeon 8500)
1724 memset(&m, 0, sizeof(m));
1725 m.pointer_vertex = rsurface_vertex3f;
1726 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1728 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1729 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1731 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1732 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1734 m.tex[1] = R_GetTexture(basetexture);
1735 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1736 m.texmatrix[1] = texture->currenttexmatrix;
1737 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1739 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1740 m.texmatrix[2] = r_shadow_entitytolight;
1742 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1743 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1745 GL_BlendFunc(GL_ONE, GL_ONE);
1747 else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1749 // 2 3D combine path (Geforce3, original Radeon)
1750 memset(&m, 0, sizeof(m));
1751 m.pointer_vertex = rsurface_vertex3f;
1752 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1754 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1755 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1757 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1758 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1760 m.tex[1] = R_GetTexture(basetexture);
1761 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1762 m.texmatrix[1] = texture->currenttexmatrix;
1763 GL_BlendFunc(GL_ONE, GL_ONE);
1765 else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1767 // 4 2D combine path (Geforce3, Radeon 8500)
1768 memset(&m, 0, sizeof(m));
1769 m.pointer_vertex = rsurface_vertex3f;
1770 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1772 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1773 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1775 m.pointer_texcoord[0] = varray_texcoord2f[0];
1776 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1778 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1780 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1781 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1783 m.pointer_texcoord[1] = varray_texcoord2f[1];
1784 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1786 m.tex[2] = R_GetTexture(basetexture);
1787 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1788 m.texmatrix[2] = texture->currenttexmatrix;
1789 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1791 m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1793 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1794 m.texmatrix[3] = r_shadow_entitytolight;
1796 m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1797 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1800 GL_BlendFunc(GL_ONE, GL_ONE);
1802 else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1804 // 3 2D combine path (Geforce3, original Radeon)
1805 memset(&m, 0, sizeof(m));
1806 m.pointer_vertex = rsurface_vertex3f;
1807 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1809 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1810 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1812 m.pointer_texcoord[0] = varray_texcoord2f[0];
1813 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1815 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1817 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1818 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1820 m.pointer_texcoord[1] = varray_texcoord2f[1];
1821 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1823 m.tex[2] = R_GetTexture(basetexture);
1824 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1825 m.texmatrix[2] = texture->currenttexmatrix;
1826 GL_BlendFunc(GL_ONE, GL_ONE);
1830 // 2/2/2 2D combine path (any dot3 card)
1831 memset(&m, 0, sizeof(m));
1832 m.pointer_vertex = rsurface_vertex3f;
1833 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1835 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1836 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1838 m.pointer_texcoord[0] = varray_texcoord2f[0];
1839 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1841 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1843 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1844 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1846 m.pointer_texcoord[1] = varray_texcoord2f[1];
1847 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1850 GL_ColorMask(0,0,0,1);
1851 GL_BlendFunc(GL_ONE, GL_ZERO);
1852 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1853 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1854 GL_LockArrays(0, 0);
1856 memset(&m, 0, sizeof(m));
1857 m.pointer_vertex = rsurface_vertex3f;
1858 m.tex[0] = R_GetTexture(basetexture);
1859 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1860 m.texmatrix[0] = texture->currenttexmatrix;
1861 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1863 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1865 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1866 m.texmatrix[1] = r_shadow_entitytolight;
1868 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1869 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1872 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1874 // this final code is shared
1876 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1877 VectorScale(lightcolorbase, colorscale, color2);
1878 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1879 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1881 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1882 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1884 GL_LockArrays(0, 0);
1887 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1892 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1894 // colorscale accounts for how much we multiply the brightness
1897 // mult is how many times the final pass of the lighting will be
1898 // performed to get more brightness than otherwise possible.
1900 // Limit mult to 64 for sanity sake.
1901 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1903 // 3/2 3D combine path (Geforce3, Radeon 8500)
1904 memset(&m, 0, sizeof(m));
1905 m.pointer_vertex = rsurface_vertex3f;
1906 m.tex[0] = R_GetTexture(normalmaptexture);
1907 m.texcombinergb[0] = GL_REPLACE;
1908 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1909 m.texmatrix[0] = texture->currenttexmatrix;
1910 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1911 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1912 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1913 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1914 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1916 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1917 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1919 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1920 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1923 GL_ColorMask(0,0,0,1);
1924 GL_BlendFunc(GL_ONE, GL_ZERO);
1925 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1926 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1927 GL_LockArrays(0, 0);
1929 memset(&m, 0, sizeof(m));
1930 m.pointer_vertex = rsurface_vertex3f;
1931 m.tex[0] = R_GetTexture(basetexture);
1932 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1933 m.texmatrix[0] = texture->currenttexmatrix;
1934 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1936 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1938 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1939 m.texmatrix[1] = r_shadow_entitytolight;
1941 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1942 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1945 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1947 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1949 // 1/2/2 3D combine path (original Radeon)
1950 memset(&m, 0, sizeof(m));
1951 m.pointer_vertex = rsurface_vertex3f;
1952 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1954 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1955 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1957 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1958 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1961 GL_ColorMask(0,0,0,1);
1962 GL_BlendFunc(GL_ONE, GL_ZERO);
1963 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1964 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1965 GL_LockArrays(0, 0);
1967 memset(&m, 0, sizeof(m));
1968 m.pointer_vertex = rsurface_vertex3f;
1969 m.tex[0] = R_GetTexture(normalmaptexture);
1970 m.texcombinergb[0] = GL_REPLACE;
1971 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1972 m.texmatrix[0] = texture->currenttexmatrix;
1973 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1974 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1975 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1976 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1978 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1979 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1980 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1981 GL_LockArrays(0, 0);
1983 memset(&m, 0, sizeof(m));
1984 m.pointer_vertex = rsurface_vertex3f;
1985 m.tex[0] = R_GetTexture(basetexture);
1986 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1987 m.texmatrix[0] = texture->currenttexmatrix;
1988 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1990 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1992 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1993 m.texmatrix[1] = r_shadow_entitytolight;
1995 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1996 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1999 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2001 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
2003 // 2/2 3D combine path (original Radeon)
2004 memset(&m, 0, sizeof(m));
2005 m.pointer_vertex = rsurface_vertex3f;
2006 m.tex[0] = R_GetTexture(normalmaptexture);
2007 m.texcombinergb[0] = GL_REPLACE;
2008 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2009 m.texmatrix[0] = texture->currenttexmatrix;
2010 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2011 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2012 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2013 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2015 GL_ColorMask(0,0,0,1);
2016 GL_BlendFunc(GL_ONE, GL_ZERO);
2017 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2018 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2019 GL_LockArrays(0, 0);
2021 memset(&m, 0, sizeof(m));
2022 m.pointer_vertex = rsurface_vertex3f;
2023 m.tex[0] = R_GetTexture(basetexture);
2024 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2025 m.texmatrix[0] = texture->currenttexmatrix;
2026 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2028 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2029 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2031 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2032 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2034 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2036 else if (r_textureunits.integer >= 4)
2038 // 4/2 2D combine path (Geforce3, Radeon 8500)
2039 memset(&m, 0, sizeof(m));
2040 m.pointer_vertex = rsurface_vertex3f;
2041 m.tex[0] = R_GetTexture(normalmaptexture);
2042 m.texcombinergb[0] = GL_REPLACE;
2043 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2044 m.texmatrix[0] = texture->currenttexmatrix;
2045 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2046 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2047 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2048 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2049 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2051 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2052 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2054 m.pointer_texcoord[2] = varray_texcoord2f[2];
2055 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2057 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2059 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2060 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2062 m.pointer_texcoord[3] = varray_texcoord2f[3];
2063 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2066 GL_ColorMask(0,0,0,1);
2067 GL_BlendFunc(GL_ONE, GL_ZERO);
2068 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2069 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2070 GL_LockArrays(0, 0);
2072 memset(&m, 0, sizeof(m));
2073 m.pointer_vertex = rsurface_vertex3f;
2074 m.tex[0] = R_GetTexture(basetexture);
2075 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2076 m.texmatrix[0] = texture->currenttexmatrix;
2077 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2079 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2081 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2082 m.texmatrix[1] = r_shadow_entitytolight;
2084 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2085 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2088 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2092 // 2/2/2 2D combine path (any dot3 card)
2093 memset(&m, 0, sizeof(m));
2094 m.pointer_vertex = rsurface_vertex3f;
2095 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2097 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2098 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2100 m.pointer_texcoord[0] = varray_texcoord2f[0];
2101 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2103 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2105 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2106 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2108 m.pointer_texcoord[1] = varray_texcoord2f[1];
2109 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2112 GL_ColorMask(0,0,0,1);
2113 GL_BlendFunc(GL_ONE, GL_ZERO);
2114 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2115 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2116 GL_LockArrays(0, 0);
2118 memset(&m, 0, sizeof(m));
2119 m.pointer_vertex = rsurface_vertex3f;
2120 m.tex[0] = R_GetTexture(normalmaptexture);
2121 m.texcombinergb[0] = GL_REPLACE;
2122 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2123 m.texmatrix[0] = texture->currenttexmatrix;
2124 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2125 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2126 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2127 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2129 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2130 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2131 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2132 GL_LockArrays(0, 0);
2134 memset(&m, 0, sizeof(m));
2135 m.pointer_vertex = rsurface_vertex3f;
2136 m.tex[0] = R_GetTexture(basetexture);
2137 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2138 m.texmatrix[0] = texture->currenttexmatrix;
2139 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2141 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2143 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2144 m.texmatrix[1] = r_shadow_entitytolight;
2146 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2147 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2150 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2152 // this final code is shared
2154 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2155 VectorScale(lightcolorbase, colorscale, color2);
2156 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2157 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2159 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2160 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2162 GL_LockArrays(0, 0);
2165 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
2170 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2171 // FIXME: detect blendsquare!
2172 //if (!gl_support_blendsquare)
2175 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2177 // 2/0/0/1/2 3D combine blendsquare path
2178 memset(&m, 0, sizeof(m));
2179 m.pointer_vertex = rsurface_vertex3f;
2180 m.tex[0] = R_GetTexture(normalmaptexture);
2181 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2182 m.texmatrix[0] = texture->currenttexmatrix;
2183 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2184 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2185 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2186 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2188 GL_ColorMask(0,0,0,1);
2189 // this squares the result
2190 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2191 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2192 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2193 GL_LockArrays(0, 0);
2195 memset(&m, 0, sizeof(m));
2196 m.pointer_vertex = rsurface_vertex3f;
2198 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2199 // square alpha in framebuffer a few times to make it shiny
2200 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2201 // these comments are a test run through this math for intensity 0.5
2202 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2203 // 0.25 * 0.25 = 0.0625 (this is another pass)
2204 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2205 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2206 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2207 GL_LockArrays(0, 0);
2209 memset(&m, 0, sizeof(m));
2210 m.pointer_vertex = rsurface_vertex3f;
2211 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2213 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2214 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2216 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2217 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2220 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2221 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2222 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2223 GL_LockArrays(0, 0);
2225 memset(&m, 0, sizeof(m));
2226 m.pointer_vertex = rsurface_vertex3f;
2227 m.tex[0] = R_GetTexture(glosstexture);
2228 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2229 m.texmatrix[0] = texture->currenttexmatrix;
2230 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2232 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2234 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2235 m.texmatrix[1] = r_shadow_entitytolight;
2237 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2238 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2241 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2243 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2245 // 2/0/0/2 3D combine blendsquare path
2246 memset(&m, 0, sizeof(m));
2247 m.pointer_vertex = rsurface_vertex3f;
2248 m.tex[0] = R_GetTexture(normalmaptexture);
2249 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2250 m.texmatrix[0] = texture->currenttexmatrix;
2251 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2252 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2253 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2254 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2256 GL_ColorMask(0,0,0,1);
2257 // this squares the result
2258 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2259 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2260 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2261 GL_LockArrays(0, 0);
2263 memset(&m, 0, sizeof(m));
2264 m.pointer_vertex = rsurface_vertex3f;
2266 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2267 // square alpha in framebuffer a few times to make it shiny
2268 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2269 // these comments are a test run through this math for intensity 0.5
2270 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2271 // 0.25 * 0.25 = 0.0625 (this is another pass)
2272 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2273 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2274 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2275 GL_LockArrays(0, 0);
2277 memset(&m, 0, sizeof(m));
2278 m.pointer_vertex = rsurface_vertex3f;
2279 m.tex[0] = R_GetTexture(glosstexture);
2280 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2281 m.texmatrix[0] = texture->currenttexmatrix;
2282 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2284 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2285 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2287 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2288 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2290 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2294 // 2/0/0/2/2 2D combine blendsquare path
2295 memset(&m, 0, sizeof(m));
2296 m.pointer_vertex = rsurface_vertex3f;
2297 m.tex[0] = R_GetTexture(normalmaptexture);
2298 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2299 m.texmatrix[0] = texture->currenttexmatrix;
2300 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2301 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2302 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2303 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2305 GL_ColorMask(0,0,0,1);
2306 // this squares the result
2307 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2308 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2309 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2310 GL_LockArrays(0, 0);
2312 memset(&m, 0, sizeof(m));
2313 m.pointer_vertex = rsurface_vertex3f;
2315 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2316 // square alpha in framebuffer a few times to make it shiny
2317 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2318 // these comments are a test run through this math for intensity 0.5
2319 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2320 // 0.25 * 0.25 = 0.0625 (this is another pass)
2321 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2322 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2323 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2324 GL_LockArrays(0, 0);
2326 memset(&m, 0, sizeof(m));
2327 m.pointer_vertex = rsurface_vertex3f;
2328 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2330 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2331 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2333 m.pointer_texcoord[0] = varray_texcoord2f[0];
2334 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2336 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2338 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2339 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2341 m.pointer_texcoord[1] = varray_texcoord2f[1];
2342 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2345 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2346 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2347 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2348 GL_LockArrays(0, 0);
2350 memset(&m, 0, sizeof(m));
2351 m.pointer_vertex = rsurface_vertex3f;
2352 m.tex[0] = R_GetTexture(glosstexture);
2353 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2354 m.texmatrix[0] = texture->currenttexmatrix;
2355 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2357 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2359 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2360 m.texmatrix[1] = r_shadow_entitytolight;
2362 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2363 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2366 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2369 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2370 VectorScale(lightcolorbase, colorscale, color2);
2371 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2372 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2374 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2375 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2377 GL_LockArrays(0, 0);
2380 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
2382 // ARB path (any Geforce, any Radeon)
2383 int surfacelistindex;
2384 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2385 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2386 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2387 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2388 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2389 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2390 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2391 if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
2393 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2395 const msurface_t *surface = surfacelist[surfacelistindex];
2396 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2397 if (!rsurface_svector3f)
2399 rsurface_svector3f = varray_svector3f;
2400 rsurface_tvector3f = varray_tvector3f;
2401 rsurface_normal3f = varray_normal3f;
2402 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2405 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
2407 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
2409 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
2411 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2413 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2415 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2417 R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
2421 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
2423 int surfacelistindex;
2425 float ambientcolor2[3], diffusecolor2[3];
2427 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2428 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2429 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2430 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2431 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2432 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2433 //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2434 // TODO: add direct pants/shirt rendering
2435 if (doambientpants || dodiffusepants)
2436 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
2437 if (doambientshirt || dodiffuseshirt)
2438 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
2439 if (!doambientbase && !dodiffusebase)
2441 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
2442 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
2443 GL_BlendFunc(GL_ONE, GL_ONE);
2444 memset(&m, 0, sizeof(m));
2445 m.tex[0] = R_GetTexture(basetexture);
2446 if (r_textureunits.integer >= 2)
2449 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2451 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2453 m.pointer_texcoord[1] = varray_texcoord2f[1];
2454 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2456 if (r_textureunits.integer >= 3)
2458 // Geforce3/Radeon class but not using dot3
2459 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2461 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2463 m.pointer_texcoord[2] = varray_texcoord2f[2];
2464 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2468 m.pointer_color = varray_color4f;
2470 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2472 const msurface_t *surface = surfacelist[surfacelistindex];
2473 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2474 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2475 if (!rsurface_svector3f)
2477 rsurface_svector3f = varray_svector3f;
2478 rsurface_tvector3f = varray_tvector3f;
2479 rsurface_normal3f = varray_normal3f;
2480 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2482 // OpenGL 1.1 path (anything)
2483 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2484 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2485 if (r_textureunits.integer >= 2)
2489 R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2491 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2493 if (r_textureunits.integer >= 3)
2495 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2497 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2499 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2503 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2, 0);
2504 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2509 // due to low fillrate on the cards this vertex lighting path is
2510 // designed for, we manually cull all triangles that do not
2511 // contain a lit vertex
2514 int newnumtriangles;
2516 int newelements[3072];
2518 newnumtriangles = 0;
2520 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
2522 if (newnumtriangles >= 1024)
2524 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2525 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2526 GL_LockArrays(0, 0);
2527 newnumtriangles = 0;
2530 if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
2540 if (newnumtriangles >= 1)
2542 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2543 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2544 GL_LockArrays(0, 0);
2550 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2551 if (VectorLength2(c))
2555 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2556 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2557 GL_LockArrays(0, 0);
2559 // now reduce the intensity for the next overbright pass
2560 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2562 c[0] = max(0, c[0] - 1);
2563 c[1] = max(0, c[1] - 1);
2564 c[2] = max(0, c[2] - 1);
2570 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist)
2572 // FIXME: support MATERIALFLAG_NODEPTHTEST
2573 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2574 rtexture_t *basetexture;
2575 rtexture_t *glosstexture;
2576 float specularscale;
2577 if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
2578 qglDisable(GL_CULL_FACE);
2580 qglEnable(GL_CULL_FACE);
2581 glosstexture = r_texture_black;
2583 if (r_shadow_gloss.integer > 0)
2585 if (texture->skin.gloss)
2587 if (r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2589 glosstexture = texture->skin.gloss;
2590 specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
2595 if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2597 glosstexture = r_texture_white;
2598 specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
2602 // calculate colors to render this texture with
2603 lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
2604 lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
2605 lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
2606 if ((VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor)) >= (1.0f / 1048576.0f))
2608 lightcolorpants[0] = r_shadow_rtlight->currentcolor[0] * ent->colormap_pantscolor[0] * texture->currentalpha;
2609 lightcolorpants[1] = r_shadow_rtlight->currentcolor[1] * ent->colormap_pantscolor[1] * texture->currentalpha;
2610 lightcolorpants[2] = r_shadow_rtlight->currentcolor[2] * ent->colormap_pantscolor[2] * texture->currentalpha;
2611 lightcolorshirt[0] = r_shadow_rtlight->currentcolor[0] * ent->colormap_shirtcolor[0] * texture->currentalpha;
2612 lightcolorshirt[1] = r_shadow_rtlight->currentcolor[1] * ent->colormap_shirtcolor[1] * texture->currentalpha;
2613 lightcolorshirt[2] = r_shadow_rtlight->currentcolor[2] * ent->colormap_shirtcolor[2] * texture->currentalpha;
2614 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2616 basetexture = texture->skin.base;
2617 switch (r_shadow_rendermode)
2619 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2620 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2622 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2623 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2625 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2626 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2628 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2629 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
2632 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2638 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2640 basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
2641 switch (r_shadow_rendermode)
2643 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2644 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
2646 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2647 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
2649 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2650 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
2652 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2653 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
2656 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2662 void R_RTLight_Update(dlight_t *light, int isstatic)
2666 rtlight_t *rtlight = &light->rtlight;
2667 R_RTLight_Uncompile(rtlight);
2668 memset(rtlight, 0, sizeof(*rtlight));
2670 VectorCopy(light->origin, rtlight->shadoworigin);
2671 VectorCopy(light->color, rtlight->color);
2672 rtlight->radius = light->radius;
2673 //rtlight->cullradius = rtlight->radius;
2674 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2675 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2676 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2677 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2678 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2679 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2680 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2681 rtlight->cubemapname[0] = 0;
2682 if (light->cubemapname[0])
2683 strcpy(rtlight->cubemapname, light->cubemapname);
2684 else if (light->cubemapnum > 0)
2685 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2686 rtlight->shadow = light->shadow;
2687 rtlight->corona = light->corona;
2688 rtlight->style = light->style;
2689 rtlight->isstatic = isstatic;
2690 rtlight->coronasizescale = light->coronasizescale;
2691 rtlight->ambientscale = light->ambientscale;
2692 rtlight->diffusescale = light->diffusescale;
2693 rtlight->specularscale = light->specularscale;
2694 rtlight->flags = light->flags;
2695 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2696 // ConcatScale won't work here because this needs to scale rotate and
2697 // translate, not just rotate
2698 scale = 1.0f / rtlight->radius;
2699 for (k = 0;k < 3;k++)
2700 for (j = 0;j < 4;j++)
2701 rtlight->matrix_worldtolight.m[k][j] *= scale;
2703 rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2704 rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2705 VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2706 rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2709 // compiles rtlight geometry
2710 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2711 void R_RTLight_Compile(rtlight_t *rtlight)
2713 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2714 entity_render_t *ent = r_refdef.worldentity;
2715 model_t *model = r_refdef.worldmodel;
2716 unsigned char *data;
2718 // compile the light
2719 rtlight->compiled = true;
2720 rtlight->static_numleafs = 0;
2721 rtlight->static_numleafpvsbytes = 0;
2722 rtlight->static_leaflist = NULL;
2723 rtlight->static_leafpvs = NULL;
2724 rtlight->static_numsurfaces = 0;
2725 rtlight->static_surfacelist = NULL;
2726 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2727 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2728 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2729 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2730 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2731 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2733 if (model && model->GetLightInfo)
2735 // this variable must be set for the CompileShadowVolume code
2736 r_shadow_compilingrtlight = rtlight;
2737 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2738 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);
2739 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2740 data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2741 rtlight->static_numleafs = numleafs;
2742 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2743 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2744 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2745 rtlight->static_numsurfaces = numsurfaces;
2746 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2748 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2749 if (numleafpvsbytes)
2750 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2752 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2753 if (model->CompileShadowVolume && rtlight->shadow)
2754 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2755 // now we're done compiling the rtlight
2756 r_shadow_compilingrtlight = NULL;
2760 // use smallest available cullradius - box radius or light radius
2761 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2762 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2766 if (rtlight->static_meshchain_shadow)
2769 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2772 shadowtris += mesh->numtriangles;
2776 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2779 void R_RTLight_Uncompile(rtlight_t *rtlight)
2781 if (rtlight->compiled)
2783 if (rtlight->static_meshchain_shadow)
2784 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2785 rtlight->static_meshchain_shadow = NULL;
2786 // these allocations are grouped
2787 if (rtlight->static_leaflist)
2788 Mem_Free(rtlight->static_leaflist);
2789 rtlight->static_numleafs = 0;
2790 rtlight->static_numleafpvsbytes = 0;
2791 rtlight->static_leaflist = NULL;
2792 rtlight->static_leafpvs = NULL;
2793 rtlight->static_numsurfaces = 0;
2794 rtlight->static_surfacelist = NULL;
2795 rtlight->compiled = false;
2799 void R_Shadow_UncompileWorldLights(void)
2802 for (light = r_shadow_worldlightchain;light;light = light->next)
2803 R_RTLight_Uncompile(&light->rtlight);
2806 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2808 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2809 vec_t relativeshadowradius;
2810 if (ent == r_refdef.worldentity)
2812 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2815 R_Mesh_Matrix(&ent->matrix);
2816 for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2818 renderstats.lights_shadowtriangles += mesh->numtriangles;
2819 R_Mesh_VertexPointer(mesh->vertex3f);
2820 GL_LockArrays(0, mesh->numverts);
2821 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2823 // decrement stencil if backface is behind depthbuffer
2824 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2825 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2826 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2827 // increment stencil if frontface is behind depthbuffer
2828 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2829 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2831 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2832 GL_LockArrays(0, 0);
2835 else if (numsurfaces)
2837 R_Mesh_Matrix(&ent->matrix);
2838 ent->model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2843 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2844 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2845 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2846 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2847 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2848 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2849 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2850 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2851 R_Mesh_Matrix(&ent->matrix);
2852 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2856 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2858 // set up properties for rendering light onto this entity
2859 Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2860 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2861 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2862 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2863 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2864 R_Mesh_Matrix(&ent->matrix);
2867 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2869 R_Shadow_SetupEntityLight(ent);
2870 if (ent == r_refdef.worldentity)
2871 ent->model->DrawLight(ent, numsurfaces, surfacelist);
2873 ent->model->DrawLight(ent, ent->model->nummodelsurfaces, ent->model->surfacelist);
2876 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2880 int numleafs, numsurfaces;
2881 int *leaflist, *surfacelist;
2882 unsigned char *leafpvs;
2883 int numlightentities;
2884 int numshadowentities;
2885 entity_render_t *lightentities[MAX_EDICTS];
2886 entity_render_t *shadowentities[MAX_EDICTS];
2888 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2889 // skip lights that are basically invisible (color 0 0 0)
2890 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2893 // loading is done before visibility checks because loading should happen
2894 // all at once at the start of a level, not when it stalls gameplay.
2895 // (especially important to benchmarks)
2897 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2898 R_RTLight_Compile(rtlight);
2900 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2902 // look up the light style value at this time
2903 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2904 VectorScale(rtlight->color, f, rtlight->currentcolor);
2906 if (rtlight->selected)
2908 f = 2 + sin(realtime * M_PI * 4.0);
2909 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2913 // if lightstyle is currently off, don't draw the light
2914 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2917 // if the light box is offscreen, skip it
2918 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2921 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2923 // compiled light, world available and can receive realtime lighting
2924 // retrieve leaf information
2925 numleafs = rtlight->static_numleafs;
2926 leaflist = rtlight->static_leaflist;
2927 leafpvs = rtlight->static_leafpvs;
2928 numsurfaces = rtlight->static_numsurfaces;
2929 surfacelist = rtlight->static_surfacelist;
2931 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2933 // dynamic light, world available and can receive realtime lighting
2934 // calculate lit surfaces and leafs
2935 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2936 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2937 leaflist = r_shadow_buffer_leaflist;
2938 leafpvs = r_shadow_buffer_leafpvs;
2939 surfacelist = r_shadow_buffer_surfacelist;
2940 // if the reduced leaf bounds are offscreen, skip it
2941 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2953 // check if light is illuminating any visible leafs
2956 for (i = 0;i < numleafs;i++)
2957 if (r_worldleafvisible[leaflist[i]])
2962 // set up a scissor rectangle for this light
2963 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2966 // make a list of lit entities and shadow casting entities
2967 numlightentities = 0;
2968 numshadowentities = 0;
2969 // don't count the world unless some surfaces are actually lit
2972 lightentities[numlightentities++] = r_refdef.worldentity;
2973 shadowentities[numshadowentities++] = r_refdef.worldentity;
2975 // add dynamic entities that are lit by the light
2976 if (r_drawentities.integer)
2978 for (i = 0;i < r_refdef.numentities;i++)
2980 entity_render_t *ent = r_refdef.entities[i];
2981 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2983 && !(ent->flags & RENDER_TRANSPARENT)
2984 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2986 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2987 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2988 shadowentities[numshadowentities++] = ent;
2989 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2990 lightentities[numlightentities++] = ent;
2995 // return if there's nothing at all to light
2996 if (!numlightentities)
2999 // make this the active rtlight for rendering purposes
3000 R_Shadow_RenderMode_ActiveLight(rtlight);
3001 // count this light in the r_speeds
3002 renderstats.lights++;
3004 // draw stencil shadow volumes to mask off pixels that are in shadow
3005 // so that they won't receive lighting
3007 if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
3010 R_Shadow_RenderMode_StencilShadowVolumes();
3011 for (i = 0;i < numshadowentities;i++)
3012 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3015 // draw lighting in the unmasked areas
3016 if (numlightentities && !visible)
3018 R_Shadow_RenderMode_Lighting(usestencil, false);
3019 for (i = 0;i < numlightentities;i++)
3020 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3023 // optionally draw visible shape of the shadow volumes
3024 // for performance analysis by level designers
3025 if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
3027 R_Shadow_RenderMode_VisibleShadowVolumes();
3028 for (i = 0;i < numshadowentities;i++)
3029 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3032 // optionally draw the illuminated areas
3033 // for performance analysis by level designers
3034 if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
3036 R_Shadow_RenderMode_VisibleLighting(usestencil, false);
3037 for (i = 0;i < numlightentities;i++)
3038 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3042 void R_ShadowVolumeLighting(qboolean visible)
3047 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
3048 R_Shadow_EditLights_Reload_f();
3050 R_Shadow_RenderMode_Begin();
3052 flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3053 if (r_shadow_debuglight.integer >= 0)
3055 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3056 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
3057 R_DrawRTLight(&light->rtlight, visible);
3060 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3061 if (light->flags & flag)
3062 R_DrawRTLight(&light->rtlight, visible);
3064 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
3065 R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
3067 R_Shadow_RenderMode_End();
3070 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3071 typedef struct suffixinfo_s
3074 qboolean flipx, flipy, flipdiagonal;
3077 static suffixinfo_t suffix[3][6] =
3080 {"px", false, false, false},
3081 {"nx", false, false, false},
3082 {"py", false, false, false},
3083 {"ny", false, false, false},
3084 {"pz", false, false, false},
3085 {"nz", false, false, false}
3088 {"posx", false, false, false},
3089 {"negx", false, false, false},
3090 {"posy", false, false, false},
3091 {"negy", false, false, false},
3092 {"posz", false, false, false},
3093 {"negz", false, false, false}
3096 {"rt", true, false, true},
3097 {"lf", false, true, true},
3098 {"ft", true, true, false},
3099 {"bk", false, false, false},
3100 {"up", true, false, true},
3101 {"dn", true, false, true}
3105 static int componentorder[4] = {0, 1, 2, 3};
3107 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
3109 int i, j, cubemapsize;
3110 unsigned char *cubemappixels, *image_rgba;
3111 rtexture_t *cubemaptexture;
3113 // must start 0 so the first loadimagepixels has no requested width/height
3115 cubemappixels = NULL;
3116 cubemaptexture = NULL;
3117 // keep trying different suffix groups (posx, px, rt) until one loads
3118 for (j = 0;j < 3 && !cubemappixels;j++)
3120 // load the 6 images in the suffix group
3121 for (i = 0;i < 6;i++)
3123 // generate an image name based on the base and and suffix
3124 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3126 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
3128 // an image loaded, make sure width and height are equal
3129 if (image_width == image_height)
3131 // if this is the first image to load successfully, allocate the cubemap memory
3132 if (!cubemappixels && image_width >= 1)
3134 cubemapsize = image_width;
3135 // note this clears to black, so unavailable sides are black
3136 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3138 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3140 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3143 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3145 Mem_Free(image_rgba);
3149 // if a cubemap loaded, upload it
3152 if (!r_shadow_filters_texturepool)
3153 r_shadow_filters_texturepool = R_AllocTexturePool();
3154 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
3155 Mem_Free(cubemappixels);
3159 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
3160 for (j = 0;j < 3;j++)
3161 for (i = 0;i < 6;i++)
3162 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3163 Con_Print(" and was unable to find any of them.\n");
3165 return cubemaptexture;
3168 rtexture_t *R_Shadow_Cubemap(const char *basename)
3171 for (i = 0;i < numcubemaps;i++)
3172 if (!strcasecmp(cubemaps[i].basename, basename))
3173 return cubemaps[i].texture;
3174 if (i >= MAX_CUBEMAPS)
3175 return r_texture_whitecube;
3177 strcpy(cubemaps[i].basename, basename);
3178 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3179 if (!cubemaps[i].texture)
3180 cubemaps[i].texture = r_texture_whitecube;
3181 return cubemaps[i].texture;
3184 void R_Shadow_FreeCubemaps(void)
3187 R_FreeTexturePool(&r_shadow_filters_texturepool);
3190 dlight_t *R_Shadow_NewWorldLight(void)
3193 light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3194 light->next = r_shadow_worldlightchain;
3195 r_shadow_worldlightchain = light;
3199 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)
3201 VectorCopy(origin, light->origin);
3202 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3203 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3204 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3205 light->color[0] = max(color[0], 0);
3206 light->color[1] = max(color[1], 0);
3207 light->color[2] = max(color[2], 0);
3208 light->radius = max(radius, 0);
3209 light->style = style;
3210 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3212 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3215 light->shadow = shadowenable;
3216 light->corona = corona;
3219 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3220 light->coronasizescale = coronasizescale;
3221 light->ambientscale = ambientscale;
3222 light->diffusescale = diffusescale;
3223 light->specularscale = specularscale;
3224 light->flags = flags;
3225 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3227 R_RTLight_Update(light, true);
3230 void R_Shadow_FreeWorldLight(dlight_t *light)
3232 dlight_t **lightpointer;
3233 R_RTLight_Uncompile(&light->rtlight);
3234 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3235 if (*lightpointer != light)
3236 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
3237 *lightpointer = light->next;
3241 void R_Shadow_ClearWorldLights(void)
3243 while (r_shadow_worldlightchain)
3244 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3245 r_shadow_selectedlight = NULL;
3246 R_Shadow_FreeCubemaps();
3249 void R_Shadow_SelectLight(dlight_t *light)
3251 if (r_shadow_selectedlight)
3252 r_shadow_selectedlight->selected = false;
3253 r_shadow_selectedlight = light;
3254 if (r_shadow_selectedlight)
3255 r_shadow_selectedlight->selected = true;
3258 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3260 float scale = r_editlights_cursorgrid.value * 0.5f;
3261 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3264 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3267 const dlight_t *light = (dlight_t *)ent;
3269 if (light->selected)
3270 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3273 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[surfacenumber], NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3276 void R_Shadow_DrawLightSprites(void)
3282 for (i = 0;i < 5;i++)
3284 lighttextures[i] = NULL;
3285 if ((pic = Draw_CachePic(va("gfx/crosshair%i", i + 1), true)))
3286 lighttextures[i] = pic->tex;
3289 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3290 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, i % 5, &light->rtlight);
3291 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
3294 void R_Shadow_SelectLightInView(void)
3296 float bestrating, rating, temp[3];
3297 dlight_t *best, *light;
3300 for (light = r_shadow_worldlightchain;light;light = light->next)
3302 VectorSubtract(light->origin, r_vieworigin, temp);
3303 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3306 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3307 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3309 bestrating = rating;
3314 R_Shadow_SelectLight(best);
3317 void R_Shadow_LoadWorldLights(void)
3319 int n, a, style, shadow, flags;
3320 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3321 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3322 if (r_refdef.worldmodel == NULL)
3324 Con_Print("No map loaded.\n");
3327 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3328 strlcat (name, ".rtlights", sizeof (name));
3329 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3339 for (;COM_Parse(t, true) && strcmp(
3340 if (COM_Parse(t, true))
3342 if (com_token[0] == '!')
3345 origin[0] = atof(com_token+1);
3348 origin[0] = atof(com_token);
3353 while (*s && *s != '\n' && *s != '\r')
3359 // check for modifier flags
3366 a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
3369 flags = LIGHTFLAG_REALTIMEMODE;
3377 coronasizescale = 0.25f;
3379 VectorClear(angles);
3382 if (a < 9 || !strcmp(cubemapname, "\"\""))
3384 // remove quotes on cubemapname
3385 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3387 cubemapname[strlen(cubemapname)-1] = 0;
3388 strcpy(cubemapname, cubemapname + 1);
3392 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);
3395 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3403 Con_Printf("invalid rtlights file \"%s\"\n", name);
3404 Mem_Free(lightsstring);
3408 void R_Shadow_SaveWorldLights(void)
3411 size_t bufchars, bufmaxchars;
3413 char name[MAX_QPATH];
3414 char line[MAX_INPUTLINE];
3415 if (!r_shadow_worldlightchain)
3417 if (r_refdef.worldmodel == NULL)
3419 Con_Print("No map loaded.\n");
3422 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3423 strlcat (name, ".rtlights", sizeof (name));
3424 bufchars = bufmaxchars = 0;
3426 for (light = r_shadow_worldlightchain;light;light = light->next)
3428 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3429 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3430 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3431 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
3433 sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
3434 if (bufchars + strlen(line) > bufmaxchars)
3436 bufmaxchars = bufchars + strlen(line) + 2048;
3438 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3442 memcpy(buf, oldbuf, bufchars);
3448 memcpy(buf + bufchars, line, strlen(line));
3449 bufchars += strlen(line);
3453 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3458 void R_Shadow_LoadLightsFile(void)
3461 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3462 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3463 if (r_refdef.worldmodel == NULL)
3465 Con_Print("No map loaded.\n");
3468 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3469 strlcat (name, ".lights", sizeof (name));
3470 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3478 while (*s && *s != '\n' && *s != '\r')
3484 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);
3488 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);
3491 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3492 radius = bound(15, radius, 4096);
3493 VectorScale(color, (2.0f / (8388608.0f)), color);
3494 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3502 Con_Printf("invalid lights file \"%s\"\n", name);
3503 Mem_Free(lightsstring);
3507 // tyrlite/hmap2 light types in the delay field
3508 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3510 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3512 int entnum, style, islight, skin, pflags, effects, type, n;
3515 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3516 char key[256], value[MAX_INPUTLINE];
3518 if (r_refdef.worldmodel == NULL)
3520 Con_Print("No map loaded.\n");
3523 // try to load a .ent file first
3524 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3525 strlcat (key, ".ent", sizeof (key));
3526 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
3527 // and if that is not found, fall back to the bsp file entity string
3529 data = r_refdef.worldmodel->brush.entities;
3532 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3534 type = LIGHTTYPE_MINUSX;
3535 origin[0] = origin[1] = origin[2] = 0;
3536 originhack[0] = originhack[1] = originhack[2] = 0;
3537 angles[0] = angles[1] = angles[2] = 0;
3538 color[0] = color[1] = color[2] = 1;
3539 light[0] = light[1] = light[2] = 1;light[3] = 300;
3540 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3550 if (!COM_ParseToken(&data, false))
3552 if (com_token[0] == '}')
3553 break; // end of entity
3554 if (com_token[0] == '_')
3555 strcpy(key, com_token + 1);
3557 strcpy(key, com_token);
3558 while (key[strlen(key)-1] == ' ') // remove trailing spaces
3559 key[strlen(key)-1] = 0;
3560 if (!COM_ParseToken(&data, false))
3562 strcpy(value, com_token);
3564 // now that we have the key pair worked out...
3565 if (!strcmp("light", key))
3567 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3571 light[0] = vec[0] * (1.0f / 256.0f);
3572 light[1] = vec[0] * (1.0f / 256.0f);
3573 light[2] = vec[0] * (1.0f / 256.0f);
3579 light[0] = vec[0] * (1.0f / 255.0f);
3580 light[1] = vec[1] * (1.0f / 255.0f);
3581 light[2] = vec[2] * (1.0f / 255.0f);
3585 else if (!strcmp("delay", key))
3587 else if (!strcmp("origin", key))
3588 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3589 else if (!strcmp("angle", key))
3590 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3591 else if (!strcmp("angles", key))
3592 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3593 else if (!strcmp("color", key))
3594 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3595 else if (!strcmp("wait", key))
3596 fadescale = atof(value);
3597 else if (!strcmp("classname", key))
3599 if (!strncmp(value, "light", 5))
3602 if (!strcmp(value, "light_fluoro"))
3607 overridecolor[0] = 1;
3608 overridecolor[1] = 1;
3609 overridecolor[2] = 1;
3611 if (!strcmp(value, "light_fluorospark"))
3616 overridecolor[0] = 1;
3617 overridecolor[1] = 1;
3618 overridecolor[2] = 1;
3620 if (!strcmp(value, "light_globe"))
3625 overridecolor[0] = 1;
3626 overridecolor[1] = 0.8;
3627 overridecolor[2] = 0.4;
3629 if (!strcmp(value, "light_flame_large_yellow"))
3634 overridecolor[0] = 1;
3635 overridecolor[1] = 0.5;
3636 overridecolor[2] = 0.1;
3638 if (!strcmp(value, "light_flame_small_yellow"))
3643 overridecolor[0] = 1;
3644 overridecolor[1] = 0.5;
3645 overridecolor[2] = 0.1;
3647 if (!strcmp(value, "light_torch_small_white"))
3652 overridecolor[0] = 1;
3653 overridecolor[1] = 0.5;
3654 overridecolor[2] = 0.1;
3656 if (!strcmp(value, "light_torch_small_walltorch"))
3661 overridecolor[0] = 1;
3662 overridecolor[1] = 0.5;
3663 overridecolor[2] = 0.1;
3667 else if (!strcmp("style", key))
3668 style = atoi(value);
3669 else if (!strcmp("skin", key))
3670 skin = (int)atof(value);
3671 else if (!strcmp("pflags", key))
3672 pflags = (int)atof(value);
3673 else if (!strcmp("effects", key))
3674 effects = (int)atof(value);
3675 else if (r_refdef.worldmodel->type == mod_brushq3)
3677 if (!strcmp("scale", key))
3678 lightscale = atof(value);
3679 if (!strcmp("fade", key))
3680 fadescale = atof(value);
3685 if (lightscale <= 0)
3689 if (color[0] == color[1] && color[0] == color[2])
3691 color[0] *= overridecolor[0];
3692 color[1] *= overridecolor[1];
3693 color[2] *= overridecolor[2];
3695 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3696 color[0] = color[0] * light[0];
3697 color[1] = color[1] * light[1];
3698 color[2] = color[2] * light[2];
3701 case LIGHTTYPE_MINUSX:
3703 case LIGHTTYPE_RECIPX:
3705 VectorScale(color, (1.0f / 16.0f), color);
3707 case LIGHTTYPE_RECIPXX:
3709 VectorScale(color, (1.0f / 16.0f), color);
3712 case LIGHTTYPE_NONE:
3716 case LIGHTTYPE_MINUSXX:
3719 VectorAdd(origin, originhack, origin);
3721 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);
3724 Mem_Free(entfiledata);
3728 void R_Shadow_SetCursorLocationForView(void)
3731 vec3_t dest, endpos;
3733 VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3734 trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3735 if (trace.fraction < 1)
3737 dist = trace.fraction * r_editlights_cursordistance.value;
3738 push = r_editlights_cursorpushback.value;
3742 VectorMA(trace.endpos, push, r_viewforward, endpos);
3743 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3747 VectorClear( endpos );
3749 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3750 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3751 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3754 void R_Shadow_UpdateWorldLightSelection(void)
3756 if (r_editlights.integer)
3758 R_Shadow_SetCursorLocationForView();
3759 R_Shadow_SelectLightInView();
3760 R_Shadow_DrawLightSprites();
3763 R_Shadow_SelectLight(NULL);
3766 void R_Shadow_EditLights_Clear_f(void)
3768 R_Shadow_ClearWorldLights();
3771 void R_Shadow_EditLights_Reload_f(void)
3773 if (!r_refdef.worldmodel)
3775 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3776 R_Shadow_ClearWorldLights();
3777 R_Shadow_LoadWorldLights();
3778 if (r_shadow_worldlightchain == NULL)
3780 R_Shadow_LoadLightsFile();
3781 if (r_shadow_worldlightchain == NULL)
3782 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3786 void R_Shadow_EditLights_Save_f(void)
3788 if (!r_refdef.worldmodel)
3790 R_Shadow_SaveWorldLights();
3793 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3795 R_Shadow_ClearWorldLights();
3796 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3799 void R_Shadow_EditLights_ImportLightsFile_f(void)
3801 R_Shadow_ClearWorldLights();
3802 R_Shadow_LoadLightsFile();
3805 void R_Shadow_EditLights_Spawn_f(void)
3808 if (!r_editlights.integer)
3810 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3813 if (Cmd_Argc() != 1)
3815 Con_Print("r_editlights_spawn does not take parameters\n");
3818 color[0] = color[1] = color[2] = 1;
3819 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3822 void R_Shadow_EditLights_Edit_f(void)
3824 vec3_t origin, angles, color;
3825 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3826 int style, shadows, flags, normalmode, realtimemode;
3827 char cubemapname[MAX_INPUTLINE];
3828 if (!r_editlights.integer)
3830 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3833 if (!r_shadow_selectedlight)
3835 Con_Print("No selected light.\n");
3838 VectorCopy(r_shadow_selectedlight->origin, origin);
3839 VectorCopy(r_shadow_selectedlight->angles, angles);
3840 VectorCopy(r_shadow_selectedlight->color, color);
3841 radius = r_shadow_selectedlight->radius;
3842 style = r_shadow_selectedlight->style;
3843 if (r_shadow_selectedlight->cubemapname)
3844 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3847 shadows = r_shadow_selectedlight->shadow;
3848 corona = r_shadow_selectedlight->corona;
3849 coronasizescale = r_shadow_selectedlight->coronasizescale;
3850 ambientscale = r_shadow_selectedlight->ambientscale;
3851 diffusescale = r_shadow_selectedlight->diffusescale;
3852 specularscale = r_shadow_selectedlight->specularscale;
3853 flags = r_shadow_selectedlight->flags;
3854 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3855 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3856 if (!strcmp(Cmd_Argv(1), "origin"))
3858 if (Cmd_Argc() != 5)
3860 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3863 origin[0] = atof(Cmd_Argv(2));
3864 origin[1] = atof(Cmd_Argv(3));
3865 origin[2] = atof(Cmd_Argv(4));
3867 else if (!strcmp(Cmd_Argv(1), "originx"))
3869 if (Cmd_Argc() != 3)
3871 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3874 origin[0] = atof(Cmd_Argv(2));
3876 else if (!strcmp(Cmd_Argv(1), "originy"))
3878 if (Cmd_Argc() != 3)
3880 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3883 origin[1] = atof(Cmd_Argv(2));
3885 else if (!strcmp(Cmd_Argv(1), "originz"))
3887 if (Cmd_Argc() != 3)
3889 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3892 origin[2] = atof(Cmd_Argv(2));
3894 else if (!strcmp(Cmd_Argv(1), "move"))
3896 if (Cmd_Argc() != 5)
3898 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3901 origin[0] += atof(Cmd_Argv(2));
3902 origin[1] += atof(Cmd_Argv(3));
3903 origin[2] += atof(Cmd_Argv(4));
3905 else if (!strcmp(Cmd_Argv(1), "movex"))
3907 if (Cmd_Argc() != 3)
3909 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3912 origin[0] += atof(Cmd_Argv(2));
3914 else if (!strcmp(Cmd_Argv(1), "movey"))
3916 if (Cmd_Argc() != 3)
3918 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3921 origin[1] += atof(Cmd_Argv(2));
3923 else if (!strcmp(Cmd_Argv(1), "movez"))
3925 if (Cmd_Argc() != 3)
3927 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3930 origin[2] += atof(Cmd_Argv(2));
3932 else if (!strcmp(Cmd_Argv(1), "angles"))
3934 if (Cmd_Argc() != 5)
3936 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3939 angles[0] = atof(Cmd_Argv(2));
3940 angles[1] = atof(Cmd_Argv(3));
3941 angles[2] = atof(Cmd_Argv(4));
3943 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3945 if (Cmd_Argc() != 3)
3947 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3950 angles[0] = atof(Cmd_Argv(2));
3952 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3954 if (Cmd_Argc() != 3)
3956 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3959 angles[1] = atof(Cmd_Argv(2));
3961 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3963 if (Cmd_Argc() != 3)
3965 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3968 angles[2] = atof(Cmd_Argv(2));
3970 else if (!strcmp(Cmd_Argv(1), "color"))
3972 if (Cmd_Argc() != 5)
3974 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3977 color[0] = atof(Cmd_Argv(2));
3978 color[1] = atof(Cmd_Argv(3));
3979 color[2] = atof(Cmd_Argv(4));
3981 else if (!strcmp(Cmd_Argv(1), "radius"))
3983 if (Cmd_Argc() != 3)
3985 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3988 radius = atof(Cmd_Argv(2));
3990 else if (!strcmp(Cmd_Argv(1), "colorscale"))
3992 if (Cmd_Argc() == 3)
3994 double scale = atof(Cmd_Argv(2));
4001 if (Cmd_Argc() != 5)
4003 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
4006 color[0] *= atof(Cmd_Argv(2));
4007 color[1] *= atof(Cmd_Argv(3));
4008 color[2] *= atof(Cmd_Argv(4));
4011 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
4013 if (Cmd_Argc() != 3)
4015 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4018 radius *= atof(Cmd_Argv(2));
4020 else if (!strcmp(Cmd_Argv(1), "style"))
4022 if (Cmd_Argc() != 3)
4024 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4027 style = atoi(Cmd_Argv(2));
4029 else if (!strcmp(Cmd_Argv(1), "cubemap"))
4033 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4036 if (Cmd_Argc() == 3)
4037 strcpy(cubemapname, Cmd_Argv(2));
4041 else if (!strcmp(Cmd_Argv(1), "shadows"))
4043 if (Cmd_Argc() != 3)
4045 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4048 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4050 else if (!strcmp(Cmd_Argv(1), "corona"))
4052 if (Cmd_Argc() != 3)
4054 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4057 corona = atof(Cmd_Argv(2));
4059 else if (!strcmp(Cmd_Argv(1), "coronasize"))
4061 if (Cmd_Argc() != 3)
4063 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4066 coronasizescale = atof(Cmd_Argv(2));
4068 else if (!strcmp(Cmd_Argv(1), "ambient"))
4070 if (Cmd_Argc() != 3)
4072 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4075 ambientscale = atof(Cmd_Argv(2));
4077 else if (!strcmp(Cmd_Argv(1), "diffuse"))
4079 if (Cmd_Argc() != 3)
4081 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4084 diffusescale = atof(Cmd_Argv(2));
4086 else if (!strcmp(Cmd_Argv(1), "specular"))
4088 if (Cmd_Argc() != 3)
4090 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4093 specularscale = atof(Cmd_Argv(2));
4095 else if (!strcmp(Cmd_Argv(1), "normalmode"))
4097 if (Cmd_Argc() != 3)
4099 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4102 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4104 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
4106 if (Cmd_Argc() != 3)
4108 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4111 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4115 Con_Print("usage: r_editlights_edit [property] [value]\n");
4116 Con_Print("Selected light's properties:\n");
4117 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
4118 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
4119 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
4120 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
4121 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
4122 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
4123 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
4124 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
4125 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
4126 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
4127 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
4128 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
4129 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
4130 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
4133 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
4134 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4137 void R_Shadow_EditLights_EditAll_f(void)
4141 if (!r_editlights.integer)
4143 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4147 for (light = r_shadow_worldlightchain;light;light = light->next)
4149 R_Shadow_SelectLight(light);
4150 R_Shadow_EditLights_Edit_f();
4154 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4156 int lightnumber, lightcount;
4160 if (!r_editlights.integer)
4166 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
4167 if (light == r_shadow_selectedlight)
4168 lightnumber = lightcount;
4169 sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4170 if (r_shadow_selectedlight == NULL)
4172 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4173 sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4174 sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4175 sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4176 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4177 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4178 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4179 sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4180 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4181 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4182 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4183 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4184 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4185 sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4186 sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4189 void R_Shadow_EditLights_ToggleShadow_f(void)
4191 if (!r_editlights.integer)
4193 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4196 if (!r_shadow_selectedlight)
4198 Con_Print("No selected light.\n");
4201 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);
4204 void R_Shadow_EditLights_ToggleCorona_f(void)
4206 if (!r_editlights.integer)
4208 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4211 if (!r_shadow_selectedlight)
4213 Con_Print("No selected light.\n");
4216 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);
4219 void R_Shadow_EditLights_Remove_f(void)
4221 if (!r_editlights.integer)
4223 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
4226 if (!r_shadow_selectedlight)
4228 Con_Print("No selected light.\n");
4231 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4232 r_shadow_selectedlight = NULL;
4235 void R_Shadow_EditLights_Help_f(void)
4238 "Documentation on r_editlights system:\n"
4240 "r_editlights : enable/disable editing mode\n"
4241 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4242 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4243 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4244 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4245 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4247 "r_editlights_help : this help\n"
4248 "r_editlights_clear : remove all lights\n"
4249 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4250 "r_editlights_save : save to .rtlights file\n"
4251 "r_editlights_spawn : create a light with default settings\n"
4252 "r_editlights_edit command : edit selected light - more documentation below\n"
4253 "r_editlights_remove : remove selected light\n"
4254 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4255 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4256 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4258 "origin x y z : set light location\n"
4259 "originx x: set x component of light location\n"
4260 "originy y: set y component of light location\n"
4261 "originz z: set z component of light location\n"
4262 "move x y z : adjust light location\n"
4263 "movex x: adjust x component of light location\n"
4264 "movey y: adjust y component of light location\n"
4265 "movez z: adjust z component of light location\n"
4266 "angles x y z : set light angles\n"
4267 "anglesx x: set x component of light angles\n"
4268 "anglesy y: set y component of light angles\n"
4269 "anglesz z: set z component of light angles\n"
4270 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4271 "radius radius : set radius (size) of light\n"
4272 "colorscale grey : multiply color of light (1 does nothing)\n"
4273 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4274 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4275 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4276 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4277 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4278 "shadows 1/0 : turn on/off shadows\n"
4279 "corona n : set corona intensity\n"
4280 "coronasize n : set corona size (0-1)\n"
4281 "ambient n : set ambient intensity (0-1)\n"
4282 "diffuse n : set diffuse intensity (0-1)\n"
4283 "specular n : set specular intensity (0-1)\n"
4284 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4285 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4286 "<nothing> : print light properties to console\n"
4290 void R_Shadow_EditLights_CopyInfo_f(void)
4292 if (!r_editlights.integer)
4294 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
4297 if (!r_shadow_selectedlight)
4299 Con_Print("No selected light.\n");
4302 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4303 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4304 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4305 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4306 if (r_shadow_selectedlight->cubemapname)
4307 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4309 r_shadow_bufferlight.cubemapname[0] = 0;
4310 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4311 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4312 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4313 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4314 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4315 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4316 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4319 void R_Shadow_EditLights_PasteInfo_f(void)
4321 if (!r_editlights.integer)
4323 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
4326 if (!r_shadow_selectedlight)
4328 Con_Print("No selected light.\n");
4331 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);
4334 void R_Shadow_EditLights_Init(void)
4336 Cvar_RegisterVariable(&r_editlights);
4337 Cvar_RegisterVariable(&r_editlights_cursordistance);
4338 Cvar_RegisterVariable(&r_editlights_cursorpushback);
4339 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4340 Cvar_RegisterVariable(&r_editlights_cursorgrid);
4341 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4342 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
4343 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
4344 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)");
4345 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
4346 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
4347 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
4348 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)");
4349 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
4350 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
4351 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
4352 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
4353 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
4354 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
4355 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)");