3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 #define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
145 extern void R_Shadow_EditLights_Init(void);
147 typedef enum r_shadow_rendermode_e
149 R_SHADOW_RENDERMODE_NONE,
150 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
151 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
152 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
153 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
154 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
155 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
156 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
157 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
158 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
159 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
160 R_SHADOW_RENDERMODE_LIGHT_GLSL,
161 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
162 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
163 R_SHADOW_RENDERMODE_SHADOWMAP2D,
164 R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
165 R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
167 r_shadow_rendermode_t;
169 typedef enum r_shadow_shadowmode_e
171 R_SHADOW_SHADOWMODE_STENCIL,
172 R_SHADOW_SHADOWMODE_SHADOWMAP2D,
173 R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
174 R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
176 r_shadow_shadowmode_t;
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmaprect;
183 qboolean r_shadow_usingshadowmap2d;
184 qboolean r_shadow_usingshadowmapcube;
185 int r_shadow_shadowmapside;
186 float r_shadow_shadowmap_texturescale[2];
187 float r_shadow_shadowmap_parameters[4];
189 int r_shadow_drawbuffer;
190 int r_shadow_readbuffer;
192 int r_shadow_cullface_front, r_shadow_cullface_back;
193 GLuint r_shadow_fborectangle;
194 GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
195 GLuint r_shadow_fbo2d;
196 r_shadow_shadowmode_t r_shadow_shadowmode;
197 int r_shadow_shadowmapfilterquality;
198 int r_shadow_shadowmaptexturetype;
199 int r_shadow_shadowmapdepthbits;
200 int r_shadow_shadowmapmaxsize;
201 qboolean r_shadow_shadowmapvsdct;
202 qboolean r_shadow_shadowmapsampler;
203 int r_shadow_shadowmappcf;
204 int r_shadow_shadowmapborder;
205 int r_shadow_lightscissor[4];
206 qboolean r_shadow_usingdeferredprepass;
208 int maxshadowtriangles;
211 int maxshadowvertices;
212 float *shadowvertex3f;
222 unsigned char *shadowsides;
223 int *shadowsideslist;
230 int r_shadow_buffer_numleafpvsbytes;
231 unsigned char *r_shadow_buffer_visitingleafpvs;
232 unsigned char *r_shadow_buffer_leafpvs;
233 int *r_shadow_buffer_leaflist;
235 int r_shadow_buffer_numsurfacepvsbytes;
236 unsigned char *r_shadow_buffer_surfacepvs;
237 int *r_shadow_buffer_surfacelist;
238 unsigned char *r_shadow_buffer_surfacesides;
240 int r_shadow_buffer_numshadowtrispvsbytes;
241 unsigned char *r_shadow_buffer_shadowtrispvs;
242 int r_shadow_buffer_numlighttrispvsbytes;
243 unsigned char *r_shadow_buffer_lighttrispvs;
245 rtexturepool_t *r_shadow_texturepool;
246 rtexture_t *r_shadow_attenuationgradienttexture;
247 rtexture_t *r_shadow_attenuation2dtexture;
248 rtexture_t *r_shadow_attenuation3dtexture;
249 skinframe_t *r_shadow_lightcorona;
250 rtexture_t *r_shadow_shadowmaprectangletexture;
251 rtexture_t *r_shadow_shadowmap2dtexture;
252 rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
253 rtexture_t *r_shadow_shadowmapvsdcttexture;
254 int r_shadow_shadowmapsize; // changes for each light based on distance
255 int r_shadow_shadowmaplod; // changes for each light based on distance
257 GLuint r_shadow_prepassgeometryfbo;
258 GLuint r_shadow_prepasslightingfbo;
259 int r_shadow_prepass_width;
260 int r_shadow_prepass_height;
261 rtexture_t *r_shadow_prepassgeometrydepthtexture;
262 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
263 rtexture_t *r_shadow_prepasslightingdiffusetexture;
264 rtexture_t *r_shadow_prepasslightingspeculartexture;
266 // lights are reloaded when this changes
267 char r_shadow_mapname[MAX_QPATH];
269 // used only for light filters (cubemaps)
270 rtexturepool_t *r_shadow_filters_texturepool;
272 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
274 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
275 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
276 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
277 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
278 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
279 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
280 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
281 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
282 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
283 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
284 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
285 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
286 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
287 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
289 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
290 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
291 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
292 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
293 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
294 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
295 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
296 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
297 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
298 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
299 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
300 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
301 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
302 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
303 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
304 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
305 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
306 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
307 cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
308 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
309 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
310 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
311 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
312 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
313 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
314 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
315 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
316 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
317 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
318 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
319 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
320 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
321 cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
322 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
323 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
324 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
325 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
326 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
327 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
328 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
329 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
330 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
331 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
332 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
333 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
334 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
335 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
336 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
338 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
339 #define ATTENTABLESIZE 256
340 // 1D gradient, 2D circle and 3D sphere attenuation textures
341 #define ATTEN1DSIZE 32
342 #define ATTEN2DSIZE 64
343 #define ATTEN3DSIZE 32
345 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
346 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
347 static float r_shadow_attentable[ATTENTABLESIZE+1];
349 rtlight_t *r_shadow_compilingrtlight;
350 static memexpandablearray_t r_shadow_worldlightsarray;
351 dlight_t *r_shadow_selectedlight;
352 dlight_t r_shadow_bufferlight;
353 vec3_t r_editlights_cursorlocation;
355 extern int con_vislines;
357 typedef struct cubemapinfo_s
364 static int numcubemaps;
365 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
367 void R_Shadow_UncompileWorldLights(void);
368 void R_Shadow_ClearWorldLights(void);
369 void R_Shadow_SaveWorldLights(void);
370 void R_Shadow_LoadWorldLights(void);
371 void R_Shadow_LoadLightsFile(void);
372 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
373 void R_Shadow_EditLights_Reload_f(void);
374 void R_Shadow_ValidateCvars(void);
375 static void R_Shadow_MakeTextures(void);
377 #define EDLIGHTSPRSIZE 8
378 skinframe_t *r_editlights_sprcursor;
379 skinframe_t *r_editlights_sprlight;
380 skinframe_t *r_editlights_sprnoshadowlight;
381 skinframe_t *r_editlights_sprcubemaplight;
382 skinframe_t *r_editlights_sprcubemapnoshadowlight;
383 skinframe_t *r_editlights_sprselection;
385 void R_Shadow_SetShadowMode(void)
387 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
388 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
389 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
390 r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
391 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
392 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
393 r_shadow_shadowmaplod = -1;
394 r_shadow_shadowmapsize = 0;
395 r_shadow_shadowmapsampler = false;
396 r_shadow_shadowmappcf = 0;
397 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
398 switch(vid.renderpath)
400 case RENDERPATH_GL20:
401 if(r_shadow_shadowmapping.integer && vid.support.ext_framebuffer_object)
403 if(r_shadow_shadowmapfilterquality < 0)
405 if(strstr(gl_vendor, "NVIDIA"))
407 r_shadow_shadowmapsampler = vid.support.arb_shadow;
408 r_shadow_shadowmappcf = 1;
410 else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
411 r_shadow_shadowmappcf = 1;
412 else if(strstr(gl_vendor, "ATI"))
413 r_shadow_shadowmappcf = 1;
415 r_shadow_shadowmapsampler = vid.support.arb_shadow;
419 switch (r_shadow_shadowmapfilterquality)
422 r_shadow_shadowmapsampler = vid.support.arb_shadow;
425 r_shadow_shadowmapsampler = vid.support.arb_shadow;
426 r_shadow_shadowmappcf = 1;
429 r_shadow_shadowmappcf = 1;
432 r_shadow_shadowmappcf = 2;
436 switch (r_shadow_shadowmaptexturetype)
439 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
442 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
445 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
448 if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
449 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
450 else if(vid.support.arb_texture_rectangle)
451 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
453 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
458 case RENDERPATH_GL13:
460 case RENDERPATH_GL11:
465 void R_Shadow_FreeShadowMaps(void)
469 R_Shadow_SetShadowMode();
471 if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
476 if (r_shadow_fborectangle)
477 qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
478 r_shadow_fborectangle = 0;
481 qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
483 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
484 if (r_shadow_fbocubeside[i])
485 qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
486 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
488 if (r_shadow_shadowmaprectangletexture)
489 R_FreeTexture(r_shadow_shadowmaprectangletexture);
490 r_shadow_shadowmaprectangletexture = NULL;
492 if (r_shadow_shadowmap2dtexture)
493 R_FreeTexture(r_shadow_shadowmap2dtexture);
494 r_shadow_shadowmap2dtexture = NULL;
496 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
497 if (r_shadow_shadowmapcubetexture[i])
498 R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
499 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
501 if (r_shadow_shadowmapvsdcttexture)
502 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
503 r_shadow_shadowmapvsdcttexture = NULL;
508 void r_shadow_start(void)
510 // allocate vertex processing arrays
512 r_shadow_attenuationgradienttexture = NULL;
513 r_shadow_attenuation2dtexture = NULL;
514 r_shadow_attenuation3dtexture = NULL;
515 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
516 r_shadow_shadowmaprectangletexture = NULL;
517 r_shadow_shadowmap2dtexture = NULL;
518 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
519 r_shadow_shadowmapvsdcttexture = NULL;
520 r_shadow_shadowmapmaxsize = 0;
521 r_shadow_shadowmapsize = 0;
522 r_shadow_shadowmaplod = 0;
523 r_shadow_shadowmapfilterquality = -1;
524 r_shadow_shadowmaptexturetype = -1;
525 r_shadow_shadowmapdepthbits = 0;
526 r_shadow_shadowmapvsdct = false;
527 r_shadow_shadowmapsampler = false;
528 r_shadow_shadowmappcf = 0;
529 r_shadow_fborectangle = 0;
531 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
533 R_Shadow_FreeShadowMaps();
535 r_shadow_texturepool = NULL;
536 r_shadow_filters_texturepool = NULL;
537 R_Shadow_ValidateCvars();
538 R_Shadow_MakeTextures();
539 maxshadowtriangles = 0;
540 shadowelements = NULL;
541 maxshadowvertices = 0;
542 shadowvertex3f = NULL;
550 shadowmarklist = NULL;
555 shadowsideslist = NULL;
556 r_shadow_buffer_numleafpvsbytes = 0;
557 r_shadow_buffer_visitingleafpvs = NULL;
558 r_shadow_buffer_leafpvs = NULL;
559 r_shadow_buffer_leaflist = NULL;
560 r_shadow_buffer_numsurfacepvsbytes = 0;
561 r_shadow_buffer_surfacepvs = NULL;
562 r_shadow_buffer_surfacelist = NULL;
563 r_shadow_buffer_surfacesides = NULL;
564 r_shadow_buffer_numshadowtrispvsbytes = 0;
565 r_shadow_buffer_shadowtrispvs = NULL;
566 r_shadow_buffer_numlighttrispvsbytes = 0;
567 r_shadow_buffer_lighttrispvs = NULL;
569 r_shadow_usingdeferredprepass = false;
570 r_shadow_prepass_width = r_shadow_prepass_height = 0;
573 static void R_Shadow_FreeDeferred(void);
574 void r_shadow_shutdown(void)
577 R_Shadow_UncompileWorldLights();
579 R_Shadow_FreeShadowMaps();
581 r_shadow_usingdeferredprepass = false;
582 if (r_shadow_prepass_width)
583 R_Shadow_FreeDeferred();
584 r_shadow_prepass_width = r_shadow_prepass_height = 0;
588 r_shadow_attenuationgradienttexture = NULL;
589 r_shadow_attenuation2dtexture = NULL;
590 r_shadow_attenuation3dtexture = NULL;
591 R_FreeTexturePool(&r_shadow_texturepool);
592 R_FreeTexturePool(&r_shadow_filters_texturepool);
593 maxshadowtriangles = 0;
595 Mem_Free(shadowelements);
596 shadowelements = NULL;
598 Mem_Free(shadowvertex3f);
599 shadowvertex3f = NULL;
602 Mem_Free(vertexupdate);
605 Mem_Free(vertexremap);
611 Mem_Free(shadowmark);
614 Mem_Free(shadowmarklist);
615 shadowmarklist = NULL;
620 Mem_Free(shadowsides);
623 Mem_Free(shadowsideslist);
624 shadowsideslist = NULL;
625 r_shadow_buffer_numleafpvsbytes = 0;
626 if (r_shadow_buffer_visitingleafpvs)
627 Mem_Free(r_shadow_buffer_visitingleafpvs);
628 r_shadow_buffer_visitingleafpvs = NULL;
629 if (r_shadow_buffer_leafpvs)
630 Mem_Free(r_shadow_buffer_leafpvs);
631 r_shadow_buffer_leafpvs = NULL;
632 if (r_shadow_buffer_leaflist)
633 Mem_Free(r_shadow_buffer_leaflist);
634 r_shadow_buffer_leaflist = NULL;
635 r_shadow_buffer_numsurfacepvsbytes = 0;
636 if (r_shadow_buffer_surfacepvs)
637 Mem_Free(r_shadow_buffer_surfacepvs);
638 r_shadow_buffer_surfacepvs = NULL;
639 if (r_shadow_buffer_surfacelist)
640 Mem_Free(r_shadow_buffer_surfacelist);
641 r_shadow_buffer_surfacelist = NULL;
642 if (r_shadow_buffer_surfacesides)
643 Mem_Free(r_shadow_buffer_surfacesides);
644 r_shadow_buffer_surfacesides = NULL;
645 r_shadow_buffer_numshadowtrispvsbytes = 0;
646 if (r_shadow_buffer_shadowtrispvs)
647 Mem_Free(r_shadow_buffer_shadowtrispvs);
648 r_shadow_buffer_numlighttrispvsbytes = 0;
649 if (r_shadow_buffer_lighttrispvs)
650 Mem_Free(r_shadow_buffer_lighttrispvs);
653 void r_shadow_newmap(void)
655 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
656 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
657 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
658 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
659 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
660 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
661 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
662 if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
663 R_Shadow_EditLights_Reload_f();
666 void R_Shadow_Init(void)
668 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
669 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
670 Cvar_RegisterVariable(&r_shadow_usenormalmap);
671 Cvar_RegisterVariable(&r_shadow_debuglight);
672 Cvar_RegisterVariable(&r_shadow_deferred);
673 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
674 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
675 Cvar_RegisterVariable(&r_shadow_gloss);
676 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
677 Cvar_RegisterVariable(&r_shadow_glossintensity);
678 Cvar_RegisterVariable(&r_shadow_glossexponent);
679 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
680 Cvar_RegisterVariable(&r_shadow_glossexact);
681 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
682 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
683 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
684 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
685 Cvar_RegisterVariable(&r_shadow_portallight);
686 Cvar_RegisterVariable(&r_shadow_projectdistance);
687 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
688 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
689 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
690 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
691 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
692 Cvar_RegisterVariable(&r_shadow_realtime_world);
693 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
694 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
695 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
696 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
697 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
698 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
699 Cvar_RegisterVariable(&r_shadow_scissor);
700 Cvar_RegisterVariable(&r_shadow_shadowmapping);
701 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
702 Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
703 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
704 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
705 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
706 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
707 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
708 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
709 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
710 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
711 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
712 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
713 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
714 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
715 Cvar_RegisterVariable(&r_shadow_culltriangles);
716 Cvar_RegisterVariable(&r_shadow_polygonfactor);
717 Cvar_RegisterVariable(&r_shadow_polygonoffset);
718 Cvar_RegisterVariable(&r_shadow_texture3d);
719 Cvar_RegisterVariable(&r_coronas);
720 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
721 Cvar_RegisterVariable(&r_coronas_occlusionquery);
722 Cvar_RegisterVariable(&gl_flashblend);
723 Cvar_RegisterVariable(&gl_ext_separatestencil);
724 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
725 if (gamemode == GAME_TENEBRAE)
727 Cvar_SetValue("r_shadow_gloss", 2);
728 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
730 R_Shadow_EditLights_Init();
731 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
732 maxshadowtriangles = 0;
733 shadowelements = NULL;
734 maxshadowvertices = 0;
735 shadowvertex3f = NULL;
743 shadowmarklist = NULL;
748 shadowsideslist = NULL;
749 r_shadow_buffer_numleafpvsbytes = 0;
750 r_shadow_buffer_visitingleafpvs = NULL;
751 r_shadow_buffer_leafpvs = NULL;
752 r_shadow_buffer_leaflist = NULL;
753 r_shadow_buffer_numsurfacepvsbytes = 0;
754 r_shadow_buffer_surfacepvs = NULL;
755 r_shadow_buffer_surfacelist = NULL;
756 r_shadow_buffer_surfacesides = NULL;
757 r_shadow_buffer_shadowtrispvs = NULL;
758 r_shadow_buffer_lighttrispvs = NULL;
759 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
762 matrix4x4_t matrix_attenuationxyz =
765 {0.5, 0.0, 0.0, 0.5},
766 {0.0, 0.5, 0.0, 0.5},
767 {0.0, 0.0, 0.5, 0.5},
772 matrix4x4_t matrix_attenuationz =
775 {0.0, 0.0, 0.5, 0.5},
776 {0.0, 0.0, 0.0, 0.5},
777 {0.0, 0.0, 0.0, 0.5},
782 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
784 numvertices = ((numvertices + 255) & ~255) * vertscale;
785 numtriangles = ((numtriangles + 255) & ~255) * triscale;
786 // make sure shadowelements is big enough for this volume
787 if (maxshadowtriangles < numtriangles)
789 maxshadowtriangles = numtriangles;
791 Mem_Free(shadowelements);
792 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
794 // make sure shadowvertex3f is big enough for this volume
795 if (maxshadowvertices < numvertices)
797 maxshadowvertices = numvertices;
799 Mem_Free(shadowvertex3f);
800 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
804 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
806 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
807 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
808 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
809 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
810 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
812 if (r_shadow_buffer_visitingleafpvs)
813 Mem_Free(r_shadow_buffer_visitingleafpvs);
814 if (r_shadow_buffer_leafpvs)
815 Mem_Free(r_shadow_buffer_leafpvs);
816 if (r_shadow_buffer_leaflist)
817 Mem_Free(r_shadow_buffer_leaflist);
818 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
819 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
820 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
821 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
823 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
825 if (r_shadow_buffer_surfacepvs)
826 Mem_Free(r_shadow_buffer_surfacepvs);
827 if (r_shadow_buffer_surfacelist)
828 Mem_Free(r_shadow_buffer_surfacelist);
829 if (r_shadow_buffer_surfacesides)
830 Mem_Free(r_shadow_buffer_surfacesides);
831 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
832 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
833 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
834 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
836 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
838 if (r_shadow_buffer_shadowtrispvs)
839 Mem_Free(r_shadow_buffer_shadowtrispvs);
840 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
841 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
843 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
845 if (r_shadow_buffer_lighttrispvs)
846 Mem_Free(r_shadow_buffer_lighttrispvs);
847 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
848 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
852 void R_Shadow_PrepareShadowMark(int numtris)
854 // make sure shadowmark is big enough for this volume
855 if (maxshadowmark < numtris)
857 maxshadowmark = numtris;
859 Mem_Free(shadowmark);
861 Mem_Free(shadowmarklist);
862 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
863 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
867 // if shadowmarkcount wrapped we clear the array and adjust accordingly
868 if (shadowmarkcount == 0)
871 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
876 void R_Shadow_PrepareShadowSides(int numtris)
878 if (maxshadowsides < numtris)
880 maxshadowsides = numtris;
882 Mem_Free(shadowsides);
884 Mem_Free(shadowsideslist);
885 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
886 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
891 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
894 int outtriangles = 0, outvertices = 0;
897 float ratio, direction[3], projectvector[3];
899 if (projectdirection)
900 VectorScale(projectdirection, projectdistance, projectvector);
902 VectorClear(projectvector);
904 // create the vertices
905 if (projectdirection)
907 for (i = 0;i < numshadowmarktris;i++)
909 element = inelement3i + shadowmarktris[i] * 3;
910 for (j = 0;j < 3;j++)
912 if (vertexupdate[element[j]] != vertexupdatenum)
914 vertexupdate[element[j]] = vertexupdatenum;
915 vertexremap[element[j]] = outvertices;
916 vertex = invertex3f + element[j] * 3;
917 // project one copy of the vertex according to projectvector
918 VectorCopy(vertex, outvertex3f);
919 VectorAdd(vertex, projectvector, (outvertex3f + 3));
928 for (i = 0;i < numshadowmarktris;i++)
930 element = inelement3i + shadowmarktris[i] * 3;
931 for (j = 0;j < 3;j++)
933 if (vertexupdate[element[j]] != vertexupdatenum)
935 vertexupdate[element[j]] = vertexupdatenum;
936 vertexremap[element[j]] = outvertices;
937 vertex = invertex3f + element[j] * 3;
938 // project one copy of the vertex to the sphere radius of the light
939 // (FIXME: would projecting it to the light box be better?)
940 VectorSubtract(vertex, projectorigin, direction);
941 ratio = projectdistance / VectorLength(direction);
942 VectorCopy(vertex, outvertex3f);
943 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
951 if (r_shadow_frontsidecasting.integer)
953 for (i = 0;i < numshadowmarktris;i++)
955 int remappedelement[3];
957 const int *neighbortriangle;
959 markindex = shadowmarktris[i] * 3;
960 element = inelement3i + markindex;
961 neighbortriangle = inneighbor3i + markindex;
962 // output the front and back triangles
963 outelement3i[0] = vertexremap[element[0]];
964 outelement3i[1] = vertexremap[element[1]];
965 outelement3i[2] = vertexremap[element[2]];
966 outelement3i[3] = vertexremap[element[2]] + 1;
967 outelement3i[4] = vertexremap[element[1]] + 1;
968 outelement3i[5] = vertexremap[element[0]] + 1;
972 // output the sides (facing outward from this triangle)
973 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
975 remappedelement[0] = vertexremap[element[0]];
976 remappedelement[1] = vertexremap[element[1]];
977 outelement3i[0] = remappedelement[1];
978 outelement3i[1] = remappedelement[0];
979 outelement3i[2] = remappedelement[0] + 1;
980 outelement3i[3] = remappedelement[1];
981 outelement3i[4] = remappedelement[0] + 1;
982 outelement3i[5] = remappedelement[1] + 1;
987 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
989 remappedelement[1] = vertexremap[element[1]];
990 remappedelement[2] = vertexremap[element[2]];
991 outelement3i[0] = remappedelement[2];
992 outelement3i[1] = remappedelement[1];
993 outelement3i[2] = remappedelement[1] + 1;
994 outelement3i[3] = remappedelement[2];
995 outelement3i[4] = remappedelement[1] + 1;
996 outelement3i[5] = remappedelement[2] + 1;
1001 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1003 remappedelement[0] = vertexremap[element[0]];
1004 remappedelement[2] = vertexremap[element[2]];
1005 outelement3i[0] = remappedelement[0];
1006 outelement3i[1] = remappedelement[2];
1007 outelement3i[2] = remappedelement[2] + 1;
1008 outelement3i[3] = remappedelement[0];
1009 outelement3i[4] = remappedelement[2] + 1;
1010 outelement3i[5] = remappedelement[0] + 1;
1019 for (i = 0;i < numshadowmarktris;i++)
1021 int remappedelement[3];
1023 const int *neighbortriangle;
1025 markindex = shadowmarktris[i] * 3;
1026 element = inelement3i + markindex;
1027 neighbortriangle = inneighbor3i + markindex;
1028 // output the front and back triangles
1029 outelement3i[0] = vertexremap[element[2]];
1030 outelement3i[1] = vertexremap[element[1]];
1031 outelement3i[2] = vertexremap[element[0]];
1032 outelement3i[3] = vertexremap[element[0]] + 1;
1033 outelement3i[4] = vertexremap[element[1]] + 1;
1034 outelement3i[5] = vertexremap[element[2]] + 1;
1038 // output the sides (facing outward from this triangle)
1039 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1041 remappedelement[0] = vertexremap[element[0]];
1042 remappedelement[1] = vertexremap[element[1]];
1043 outelement3i[0] = remappedelement[0];
1044 outelement3i[1] = remappedelement[1];
1045 outelement3i[2] = remappedelement[1] + 1;
1046 outelement3i[3] = remappedelement[0];
1047 outelement3i[4] = remappedelement[1] + 1;
1048 outelement3i[5] = remappedelement[0] + 1;
1053 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1055 remappedelement[1] = vertexremap[element[1]];
1056 remappedelement[2] = vertexremap[element[2]];
1057 outelement3i[0] = remappedelement[1];
1058 outelement3i[1] = remappedelement[2];
1059 outelement3i[2] = remappedelement[2] + 1;
1060 outelement3i[3] = remappedelement[1];
1061 outelement3i[4] = remappedelement[2] + 1;
1062 outelement3i[5] = remappedelement[1] + 1;
1067 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1069 remappedelement[0] = vertexremap[element[0]];
1070 remappedelement[2] = vertexremap[element[2]];
1071 outelement3i[0] = remappedelement[2];
1072 outelement3i[1] = remappedelement[0];
1073 outelement3i[2] = remappedelement[0] + 1;
1074 outelement3i[3] = remappedelement[2];
1075 outelement3i[4] = remappedelement[0] + 1;
1076 outelement3i[5] = remappedelement[2] + 1;
1084 *outnumvertices = outvertices;
1085 return outtriangles;
1088 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1091 int outtriangles = 0, outvertices = 0;
1093 const float *vertex;
1094 float ratio, direction[3], projectvector[3];
1097 if (projectdirection)
1098 VectorScale(projectdirection, projectdistance, projectvector);
1100 VectorClear(projectvector);
1102 for (i = 0;i < numshadowmarktris;i++)
1104 int remappedelement[3];
1106 const int *neighbortriangle;
1108 markindex = shadowmarktris[i] * 3;
1109 neighbortriangle = inneighbor3i + markindex;
1110 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1111 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1112 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1113 if (side[0] + side[1] + side[2] == 0)
1117 element = inelement3i + markindex;
1119 // create the vertices
1120 for (j = 0;j < 3;j++)
1122 if (side[j] + side[j+1] == 0)
1125 if (vertexupdate[k] != vertexupdatenum)
1127 vertexupdate[k] = vertexupdatenum;
1128 vertexremap[k] = outvertices;
1129 vertex = invertex3f + k * 3;
1130 VectorCopy(vertex, outvertex3f);
1131 if (projectdirection)
1133 // project one copy of the vertex according to projectvector
1134 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1138 // project one copy of the vertex to the sphere radius of the light
1139 // (FIXME: would projecting it to the light box be better?)
1140 VectorSubtract(vertex, projectorigin, direction);
1141 ratio = projectdistance / VectorLength(direction);
1142 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1149 // output the sides (facing outward from this triangle)
1152 remappedelement[0] = vertexremap[element[0]];
1153 remappedelement[1] = vertexremap[element[1]];
1154 outelement3i[0] = remappedelement[1];
1155 outelement3i[1] = remappedelement[0];
1156 outelement3i[2] = remappedelement[0] + 1;
1157 outelement3i[3] = remappedelement[1];
1158 outelement3i[4] = remappedelement[0] + 1;
1159 outelement3i[5] = remappedelement[1] + 1;
1166 remappedelement[1] = vertexremap[element[1]];
1167 remappedelement[2] = vertexremap[element[2]];
1168 outelement3i[0] = remappedelement[2];
1169 outelement3i[1] = remappedelement[1];
1170 outelement3i[2] = remappedelement[1] + 1;
1171 outelement3i[3] = remappedelement[2];
1172 outelement3i[4] = remappedelement[1] + 1;
1173 outelement3i[5] = remappedelement[2] + 1;
1180 remappedelement[0] = vertexremap[element[0]];
1181 remappedelement[2] = vertexremap[element[2]];
1182 outelement3i[0] = remappedelement[0];
1183 outelement3i[1] = remappedelement[2];
1184 outelement3i[2] = remappedelement[2] + 1;
1185 outelement3i[3] = remappedelement[0];
1186 outelement3i[4] = remappedelement[2] + 1;
1187 outelement3i[5] = remappedelement[0] + 1;
1194 *outnumvertices = outvertices;
1195 return outtriangles;
1198 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1204 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1206 tend = firsttriangle + numtris;
1207 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1209 // surface box entirely inside light box, no box cull
1210 if (projectdirection)
1212 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1214 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1215 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1216 shadowmarklist[numshadowmark++] = t;
1221 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1222 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1223 shadowmarklist[numshadowmark++] = t;
1228 // surface box not entirely inside light box, cull each triangle
1229 if (projectdirection)
1231 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1233 v[0] = invertex3f + e[0] * 3;
1234 v[1] = invertex3f + e[1] * 3;
1235 v[2] = invertex3f + e[2] * 3;
1236 TriangleNormal(v[0], v[1], v[2], normal);
1237 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1238 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1239 shadowmarklist[numshadowmark++] = t;
1244 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1246 v[0] = invertex3f + e[0] * 3;
1247 v[1] = invertex3f + e[1] * 3;
1248 v[2] = invertex3f + e[2] * 3;
1249 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1250 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1251 shadowmarklist[numshadowmark++] = t;
1257 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1262 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1264 // check if the shadow volume intersects the near plane
1266 // a ray between the eye and light origin may intersect the caster,
1267 // indicating that the shadow may touch the eye location, however we must
1268 // test the near plane (a polygon), not merely the eye location, so it is
1269 // easiest to enlarge the caster bounding shape slightly for this.
1275 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1277 int i, tris, outverts;
1278 if (projectdistance < 0.1)
1280 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1283 if (!numverts || !nummarktris)
1285 // make sure shadowelements is big enough for this volume
1286 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1287 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1289 if (maxvertexupdate < numverts)
1291 maxvertexupdate = numverts;
1293 Mem_Free(vertexupdate);
1295 Mem_Free(vertexremap);
1296 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1297 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1298 vertexupdatenum = 0;
1301 if (vertexupdatenum == 0)
1303 vertexupdatenum = 1;
1304 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1305 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1308 for (i = 0;i < nummarktris;i++)
1309 shadowmark[marktris[i]] = shadowmarkcount;
1311 if (r_shadow_compilingrtlight)
1313 // if we're compiling an rtlight, capture the mesh
1314 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1315 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1316 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1317 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1319 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1321 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1322 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1323 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1327 // decide which type of shadow to generate and set stencil mode
1328 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1329 // generate the sides or a solid volume, depending on type
1330 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1331 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1333 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1334 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1335 r_refdef.stats.lights_shadowtriangles += tris;
1337 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1338 GL_LockArrays(0, outverts);
1339 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1341 // increment stencil if frontface is infront of depthbuffer
1342 GL_CullFace(r_refdef.view.cullface_front);
1343 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1344 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1345 // decrement stencil if backface is infront of depthbuffer
1346 GL_CullFace(r_refdef.view.cullface_back);
1347 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1349 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1351 // decrement stencil if backface is behind depthbuffer
1352 GL_CullFace(r_refdef.view.cullface_front);
1353 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1354 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1355 // increment stencil if frontface is behind depthbuffer
1356 GL_CullFace(r_refdef.view.cullface_back);
1357 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1359 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1360 GL_LockArrays(0, 0);
1365 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1367 // p1, p2, p3 are in the cubemap's local coordinate system
1368 // bias = border/(size - border)
1371 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1372 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1373 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1374 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1376 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1377 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1378 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1379 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1381 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1382 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1383 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1385 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1386 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1387 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1388 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1390 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1391 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1392 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1393 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1395 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1396 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1397 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1399 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1400 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1401 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1402 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1404 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1405 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1406 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1407 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1409 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1410 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1411 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1416 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1418 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1419 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1422 VectorSubtract(maxs, mins, radius);
1423 VectorScale(radius, 0.5f, radius);
1424 VectorAdd(mins, radius, center);
1425 Matrix4x4_Transform(worldtolight, center, lightcenter);
1426 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1427 VectorSubtract(lightcenter, lightradius, pmin);
1428 VectorAdd(lightcenter, lightradius, pmax);
1430 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1431 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1432 if(ap1 > bias*an1 && ap2 > bias*an2)
1434 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1435 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1436 if(an1 > bias*ap1 && an2 > bias*ap2)
1438 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1439 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1441 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1442 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1443 if(ap1 > bias*an1 && ap2 > bias*an2)
1445 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1446 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1447 if(an1 > bias*ap1 && an2 > bias*ap2)
1449 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1450 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1452 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1453 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1454 if(ap1 > bias*an1 && ap2 > bias*an2)
1456 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1457 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1458 if(an1 > bias*ap1 && an2 > bias*ap2)
1460 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1461 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1466 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1468 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1470 // p is in the cubemap's local coordinate system
1471 // bias = border/(size - border)
1472 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1473 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1474 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1476 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1477 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1478 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1479 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1480 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1481 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1485 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1489 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1490 float scale = (size - 2*border)/size, len;
1491 float bias = border / (float)(size - border), dp, dn, ap, an;
1492 // check if cone enclosing side would cross frustum plane
1493 scale = 2 / (scale*scale + 2);
1494 for (i = 0;i < 5;i++)
1496 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1498 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1499 len = scale*VectorLength2(n);
1500 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1501 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1502 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1504 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1506 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1507 len = scale*VectorLength(n);
1508 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1509 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1510 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1512 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1513 // check if frustum corners/origin cross plane sides
1514 for (i = 0;i < 5;i++)
1516 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1517 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn),
1518 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1519 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1520 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn),
1521 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1522 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1523 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn),
1524 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1525 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1527 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1530 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1538 int mask, surfacemask = 0;
1539 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1541 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1542 tend = firsttriangle + numtris;
1543 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1545 // surface box entirely inside light box, no box cull
1546 if (projectdirection)
1548 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1550 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1551 TriangleNormal(v[0], v[1], v[2], normal);
1552 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1554 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1555 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1556 surfacemask |= mask;
1559 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1560 shadowsides[numshadowsides] = mask;
1561 shadowsideslist[numshadowsides++] = t;
1568 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1570 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1571 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1573 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1574 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1575 surfacemask |= mask;
1578 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1579 shadowsides[numshadowsides] = mask;
1580 shadowsideslist[numshadowsides++] = t;
1588 // surface box not entirely inside light box, cull each triangle
1589 if (projectdirection)
1591 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1593 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1594 TriangleNormal(v[0], v[1], v[2], normal);
1595 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1596 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1598 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1599 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1600 surfacemask |= mask;
1603 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1604 shadowsides[numshadowsides] = mask;
1605 shadowsideslist[numshadowsides++] = t;
1612 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1614 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1615 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1616 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1618 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1619 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1620 surfacemask |= mask;
1623 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1624 shadowsides[numshadowsides] = mask;
1625 shadowsideslist[numshadowsides++] = t;
1634 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1636 int i, j, outtriangles = 0;
1637 int *outelement3i[6];
1638 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1640 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1641 // make sure shadowelements is big enough for this mesh
1642 if (maxshadowtriangles < outtriangles)
1643 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1645 // compute the offset and size of the separate index lists for each cubemap side
1647 for (i = 0;i < 6;i++)
1649 outelement3i[i] = shadowelements + outtriangles * 3;
1650 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1651 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1652 outtriangles += sidetotals[i];
1655 // gather up the (sparse) triangles into separate index lists for each cubemap side
1656 for (i = 0;i < numsidetris;i++)
1658 const int *element = elements + sidetris[i] * 3;
1659 for (j = 0;j < 6;j++)
1661 if (sides[i] & (1 << j))
1663 outelement3i[j][0] = element[0];
1664 outelement3i[j][1] = element[1];
1665 outelement3i[j][2] = element[2];
1666 outelement3i[j] += 3;
1671 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1674 static void R_Shadow_MakeTextures_MakeCorona(void)
1678 unsigned char pixels[32][32][4];
1679 for (y = 0;y < 32;y++)
1681 dy = (y - 15.5f) * (1.0f / 16.0f);
1682 for (x = 0;x < 32;x++)
1684 dx = (x - 15.5f) * (1.0f / 16.0f);
1685 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1686 a = bound(0, a, 255);
1687 pixels[y][x][0] = a;
1688 pixels[y][x][1] = a;
1689 pixels[y][x][2] = a;
1690 pixels[y][x][3] = 255;
1693 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_PRECACHE | TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1696 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1698 float dist = sqrt(x*x+y*y+z*z);
1699 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1700 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1701 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1704 static void R_Shadow_MakeTextures(void)
1707 float intensity, dist;
1709 R_Shadow_FreeShadowMaps();
1710 R_FreeTexturePool(&r_shadow_texturepool);
1711 r_shadow_texturepool = R_AllocTexturePool();
1712 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1713 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1714 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1715 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1716 for (x = 0;x <= ATTENTABLESIZE;x++)
1718 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1719 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1720 r_shadow_attentable[x] = bound(0, intensity, 1);
1722 // 1D gradient texture
1723 for (x = 0;x < ATTEN1DSIZE;x++)
1724 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1725 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1726 // 2D circle texture
1727 for (y = 0;y < ATTEN2DSIZE;y++)
1728 for (x = 0;x < ATTEN2DSIZE;x++)
1729 data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1730 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1731 // 3D sphere texture
1732 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1734 for (z = 0;z < ATTEN3DSIZE;z++)
1735 for (y = 0;y < ATTEN3DSIZE;y++)
1736 for (x = 0;x < ATTEN3DSIZE;x++)
1737 data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1738 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1741 r_shadow_attenuation3dtexture = NULL;
1744 R_Shadow_MakeTextures_MakeCorona();
1746 // Editor light sprites
1747 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1764 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1765 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1782 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1783 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1800 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1801 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1818 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1819 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1836 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1837 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1854 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1857 void R_Shadow_ValidateCvars(void)
1859 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1860 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1861 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1862 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1863 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1864 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1867 void R_Shadow_RenderMode_Begin(void)
1873 R_Shadow_ValidateCvars();
1875 if (!r_shadow_attenuation2dtexture
1876 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1877 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1878 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1879 R_Shadow_MakeTextures();
1882 R_Mesh_ColorPointer(NULL, 0, 0);
1883 R_Mesh_ResetTextureState();
1884 GL_BlendFunc(GL_ONE, GL_ZERO);
1885 GL_DepthRange(0, 1);
1886 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1888 GL_DepthMask(false);
1889 GL_Color(0, 0, 0, 1);
1890 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1892 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1894 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1896 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1897 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1899 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1901 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1902 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1906 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1907 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1910 switch(vid.renderpath)
1912 case RENDERPATH_GL20:
1913 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1915 case RENDERPATH_GL13:
1916 case RENDERPATH_GL11:
1917 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1918 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1919 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1920 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1921 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1922 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1924 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1930 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1931 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1932 r_shadow_drawbuffer = drawbuffer;
1933 r_shadow_readbuffer = readbuffer;
1935 r_shadow_cullface_front = r_refdef.view.cullface_front;
1936 r_shadow_cullface_back = r_refdef.view.cullface_back;
1939 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1941 rsurface.rtlight = rtlight;
1944 void R_Shadow_RenderMode_Reset(void)
1947 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1949 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1951 if (vid.support.ext_framebuffer_object)
1953 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
1956 qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
1957 qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
1959 R_SetViewport(&r_refdef.view.viewport);
1960 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1961 R_Mesh_ColorPointer(NULL, 0, 0);
1962 R_Mesh_ResetTextureState();
1963 GL_DepthRange(0, 1);
1965 GL_DepthMask(false);
1966 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1967 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1968 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1969 qglStencilMask(~0);CHECKGLERROR
1970 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1971 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1972 r_refdef.view.cullface_front = r_shadow_cullface_front;
1973 r_refdef.view.cullface_back = r_shadow_cullface_back;
1974 GL_CullFace(r_refdef.view.cullface_back);
1975 GL_Color(1, 1, 1, 1);
1976 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1977 GL_BlendFunc(GL_ONE, GL_ZERO);
1978 R_SetupGenericShader(false);
1979 r_shadow_usingshadowmaprect = false;
1980 r_shadow_usingshadowmapcube = false;
1981 r_shadow_usingshadowmap2d = false;
1985 void R_Shadow_ClearStencil(void)
1988 GL_Clear(GL_STENCIL_BUFFER_BIT);
1989 r_refdef.stats.lights_clears++;
1992 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
1994 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
1995 if (r_shadow_rendermode == mode)
1998 R_Shadow_RenderMode_Reset();
1999 GL_ColorMask(0, 0, 0, 0);
2000 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2001 R_SetupDepthOrShadowShader();
2002 qglDepthFunc(GL_LESS);CHECKGLERROR
2003 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2004 r_shadow_rendermode = mode;
2009 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2010 GL_CullFace(GL_NONE);
2011 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2012 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2014 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2015 GL_CullFace(GL_NONE);
2016 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2017 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2019 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2020 GL_CullFace(GL_NONE);
2021 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2022 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2023 qglStencilMask(~0);CHECKGLERROR
2024 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2025 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2026 qglStencilMask(~0);CHECKGLERROR
2027 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2029 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2030 GL_CullFace(GL_NONE);
2031 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2032 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2033 qglStencilMask(~0);CHECKGLERROR
2034 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2035 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2036 qglStencilMask(~0);CHECKGLERROR
2037 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2042 static void R_Shadow_MakeVSDCT(void)
2044 // maps to a 2x3 texture rectangle with normalized coordinates
2049 // stores abs(dir.xy), offset.xy/2.5
2050 unsigned char data[4*6] =
2052 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2053 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2054 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2055 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2056 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2057 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2059 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_ALWAYSPRECACHE | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
2062 void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
2066 float nearclip, farclip, bias;
2067 r_viewport_t viewport;
2070 maxsize = r_shadow_shadowmapmaxsize;
2071 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2073 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2074 r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2075 r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2076 r_shadow_shadowmapside = side;
2077 r_shadow_shadowmapsize = size;
2078 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2080 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2081 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2082 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2083 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2085 // complex unrolled cube approach (more flexible)
2086 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2087 R_Shadow_MakeVSDCT();
2088 if (!r_shadow_shadowmap2dtexture)
2091 int w = maxsize*2, h = vid.support.arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
2092 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2093 qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
2094 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
2095 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
2096 // render depth into the fbo, do not render color at all
2097 qglDrawBuffer(GL_NONE);CHECKGLERROR
2098 qglReadBuffer(GL_NONE);CHECKGLERROR
2099 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2100 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer)
2102 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2103 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2108 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2109 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2110 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2111 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2113 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2115 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2116 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2117 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2118 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
2120 // complex unrolled cube approach (more flexible)
2121 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2122 R_Shadow_MakeVSDCT();
2123 if (!r_shadow_shadowmaprectangletexture)
2126 r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2127 qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
2128 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
2129 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
2130 // render depth into the fbo, do not render color at all
2131 qglDrawBuffer(GL_NONE);CHECKGLERROR
2132 qglReadBuffer(GL_NONE);CHECKGLERROR
2133 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2134 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer)
2136 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2137 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2142 if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
2143 r_shadow_shadowmap_texturescale[0] = 1.0f;
2144 r_shadow_shadowmap_texturescale[1] = 1.0f;
2145 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
2147 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2149 r_shadow_shadowmap_parameters[0] = 1.0f;
2150 r_shadow_shadowmap_parameters[1] = 1.0f;
2151 R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
2152 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
2154 // simple cube approach
2155 if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
2158 r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2159 qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2160 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2161 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2162 // render depth into the fbo, do not render color at all
2163 qglDrawBuffer(GL_NONE);CHECKGLERROR
2164 qglReadBuffer(GL_NONE);CHECKGLERROR
2165 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2166 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer)
2168 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2169 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2174 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
2175 r_shadow_shadowmap_texturescale[0] = 0.0f;
2176 r_shadow_shadowmap_texturescale[1] = 0.0f;
2177 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
2180 R_Shadow_RenderMode_Reset();
2183 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
2184 R_SetupDepthOrShadowShader();
2188 R_SetupShowDepthShader();
2189 qglClearColor(1,1,1,1);CHECKGLERROR
2192 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2199 R_SetViewport(&viewport);
2200 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2201 if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE)
2203 int flipped = (side&1)^(side>>2);
2204 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2205 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2206 GL_CullFace(r_refdef.view.cullface_back);
2208 else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE)
2210 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2213 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
2217 void R_Shadow_RenderMode_SetShadowMapTexture(void)
2219 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2221 r_shadow_usingshadowmap2d = true;
2222 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, R_GetTexture(r_shadow_shadowmap2dtexture));
2225 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2227 r_shadow_usingshadowmaprect = true;
2228 R_Mesh_TexBindAll(GL20TU_SHADOWMAPRECT, 0, 0, 0, R_GetTexture(r_shadow_shadowmaprectangletexture));
2231 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2233 r_shadow_usingshadowmapcube = true;
2234 R_Mesh_TexBindAll(GL20TU_SHADOWMAPCUBE, 0, 0, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);
2238 if (r_shadow_shadowmapvsdct && (r_shadow_usingshadowmap2d || r_shadow_usingshadowmaprect))
2240 R_Mesh_TexBindAll(GL20TU_CUBEPROJECTION, 0, 0, R_GetTexture(r_shadow_shadowmapvsdcttexture), 0);
2245 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2249 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2250 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2251 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2252 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2255 R_Shadow_RenderMode_Reset();
2256 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2259 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2263 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2264 // only draw light where this geometry was already rendered AND the
2265 // stencil is 128 (values other than this mean shadow)
2266 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2268 r_shadow_rendermode = r_shadow_lightingrendermode;
2269 // do global setup needed for the chosen lighting mode
2270 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2272 R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0); // light filter
2273 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2276 R_Shadow_RenderMode_SetShadowMapTexture();
2278 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
2282 static const unsigned short bboxelements[36] =
2292 static const float bboxpoints[8][3] =
2304 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2307 float vertex3f[8*3];
2308 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2310 R_Shadow_RenderMode_Reset();
2311 r_shadow_rendermode = r_shadow_lightingrendermode;
2312 // do global setup needed for the chosen lighting mode
2313 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2315 R_Mesh_Matrix(&identitymatrix);
2316 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2319 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2320 // only draw light where this geometry was already rendered AND the
2321 // stencil is 128 (values other than this mean shadow)
2322 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2324 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
2325 R_Mesh_TexBindAll(GL20TU_SCREENDEPTH, 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrydepthtexture));
2326 R_Mesh_TexBindAll(GL20TU_SCREENNORMALMAP, 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture));
2327 R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0); // light filter
2329 R_Shadow_RenderMode_SetShadowMapTexture();
2330 R_SetupSurfaceShader(rsurface.rtlight->currentcolor, false, rsurface.rtlight->ambientscale, rsurface.rtlight->diffusescale, rsurface.rtlight->specularscale, RSURFPASS_RTLIGHT);
2331 //R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
2332 R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
2334 for (i = 0;i < 8;i++)
2335 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2337 //qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
2338 R_Mesh_VertexPointer(vertex3f, 0, 0);
2339 R_Mesh_ColorPointer(NULL, 0, 0);
2340 GL_ColorMask(1,1,1,1);
2341 //GL_Color(0.25f,0.05f,0.02f,1.0f);
2342 //R_SetupGenericShader(false);
2343 GL_DepthMask(false);
2344 GL_DepthRange(0, 1);
2345 GL_PolygonOffset(0, 0);
2347 qglDepthFunc(GL_GREATER);CHECKGLERROR
2348 GL_CullFace(r_refdef.view.cullface_back);
2349 //GL_AlphaTest(false);
2350 //qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2351 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
2355 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2358 R_Shadow_RenderMode_Reset();
2359 GL_BlendFunc(GL_ONE, GL_ONE);
2360 GL_DepthRange(0, 1);
2361 GL_DepthTest(r_showshadowvolumes.integer < 2);
2362 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2363 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2364 GL_CullFace(GL_NONE);
2365 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2368 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2371 R_Shadow_RenderMode_Reset();
2372 GL_BlendFunc(GL_ONE, GL_ONE);
2373 GL_DepthRange(0, 1);
2374 GL_DepthTest(r_showlighting.integer < 2);
2375 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2378 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2382 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2383 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2385 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2388 void R_Shadow_RenderMode_End(void)
2391 R_Shadow_RenderMode_Reset();
2392 R_Shadow_RenderMode_ActiveLight(NULL);
2394 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2395 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2398 int bboxedges[12][2] =
2417 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2419 int i, ix1, iy1, ix2, iy2;
2420 float x1, y1, x2, y2;
2422 float vertex[20][3];
2431 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2432 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2433 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2434 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2436 if (!r_shadow_scissor.integer)
2439 // if view is inside the light box, just say yes it's visible
2440 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
2443 x1 = y1 = x2 = y2 = 0;
2445 // transform all corners that are infront of the nearclip plane
2446 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
2447 plane4f[3] = r_refdef.view.frustum[4].dist;
2449 for (i = 0;i < 8;i++)
2451 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
2452 dist[i] = DotProduct4(corner[i], plane4f);
2453 sign[i] = dist[i] > 0;
2456 VectorCopy(corner[i], vertex[numvertices]);
2460 // if some points are behind the nearclip, add clipped edge points to make
2461 // sure that the scissor boundary is complete
2462 if (numvertices > 0 && numvertices < 8)
2464 // add clipped edge points
2465 for (i = 0;i < 12;i++)
2467 j = bboxedges[i][0];
2468 k = bboxedges[i][1];
2469 if (sign[j] != sign[k])
2471 f = dist[j] / (dist[j] - dist[k]);
2472 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
2478 // if we have no points to check, the light is behind the view plane
2482 // if we have some points to transform, check what screen area is covered
2483 x1 = y1 = x2 = y2 = 0;
2485 //Con_Printf("%i vertices to transform...\n", numvertices);
2486 for (i = 0;i < numvertices;i++)
2488 VectorCopy(vertex[i], v);
2489 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
2490 //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]);
2493 if (x1 > v2[0]) x1 = v2[0];
2494 if (x2 < v2[0]) x2 = v2[0];
2495 if (y1 > v2[1]) y1 = v2[1];
2496 if (y2 < v2[1]) y2 = v2[1];
2505 // now convert the scissor rectangle to integer screen coordinates
2506 ix1 = (int)(x1 - 1.0f);
2507 iy1 = vid.height - (int)(y2 - 1.0f);
2508 ix2 = (int)(x2 + 1.0f);
2509 iy2 = vid.height - (int)(y1 + 1.0f);
2510 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
2512 // clamp it to the screen
2513 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
2514 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
2515 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
2516 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
2518 // if it is inside out, it's not visible
2519 if (ix2 <= ix1 || iy2 <= iy1)
2522 // the light area is visible, set up the scissor rectangle
2523 r_shadow_lightscissor[0] = ix1;
2524 r_shadow_lightscissor[1] = iy1;
2525 r_shadow_lightscissor[2] = ix2 - ix1;
2526 r_shadow_lightscissor[3] = iy2 - iy1;
2528 r_refdef.stats.lights_scissored++;
2532 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
2534 const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2535 const float *normal3f = rsurface.normal3f + 3 * firstvertex;
2536 float *color4f = rsurface.array_color4f + 4 * firstvertex;
2537 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2538 switch (r_shadow_rendermode)
2540 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2541 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2542 if (VectorLength2(diffusecolor) > 0)
2544 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2546 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2547 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2548 if ((dot = DotProduct(n, v)) < 0)
2550 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2551 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2554 VectorCopy(ambientcolor, color4f);
2555 if (r_refdef.fogenabled)
2558 f = RSurf_FogVertex(vertex3f);
2559 VectorScale(color4f, f, color4f);
2566 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2568 VectorCopy(ambientcolor, color4f);
2569 if (r_refdef.fogenabled)
2572 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2573 f = RSurf_FogVertex(vertex3f);
2574 VectorScale(color4f, f, color4f);
2580 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2581 if (VectorLength2(diffusecolor) > 0)
2583 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2585 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2586 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2588 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2589 if ((dot = DotProduct(n, v)) < 0)
2591 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2592 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2593 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2594 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2598 color4f[0] = ambientcolor[0] * distintensity;
2599 color4f[1] = ambientcolor[1] * distintensity;
2600 color4f[2] = ambientcolor[2] * distintensity;
2602 if (r_refdef.fogenabled)
2605 f = RSurf_FogVertex(vertex3f);
2606 VectorScale(color4f, f, color4f);
2610 VectorClear(color4f);
2616 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2618 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2619 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2621 color4f[0] = ambientcolor[0] * distintensity;
2622 color4f[1] = ambientcolor[1] * distintensity;
2623 color4f[2] = ambientcolor[2] * distintensity;
2624 if (r_refdef.fogenabled)
2627 f = RSurf_FogVertex(vertex3f);
2628 VectorScale(color4f, f, color4f);
2632 VectorClear(color4f);
2637 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2638 if (VectorLength2(diffusecolor) > 0)
2640 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2642 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2643 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2645 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2646 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2647 if ((dot = DotProduct(n, v)) < 0)
2649 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2650 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2651 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2652 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2656 color4f[0] = ambientcolor[0] * distintensity;
2657 color4f[1] = ambientcolor[1] * distintensity;
2658 color4f[2] = ambientcolor[2] * distintensity;
2660 if (r_refdef.fogenabled)
2663 f = RSurf_FogVertex(vertex3f);
2664 VectorScale(color4f, f, color4f);
2668 VectorClear(color4f);
2674 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2676 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2677 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2679 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2680 color4f[0] = ambientcolor[0] * distintensity;
2681 color4f[1] = ambientcolor[1] * distintensity;
2682 color4f[2] = ambientcolor[2] * distintensity;
2683 if (r_refdef.fogenabled)
2686 f = RSurf_FogVertex(vertex3f);
2687 VectorScale(color4f, f, color4f);
2691 VectorClear(color4f);
2701 static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2703 // used to display how many times a surface is lit for level design purposes
2704 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2707 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2709 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2710 R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
2711 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
2712 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
2714 R_Mesh_ColorPointer(NULL, 0, 0);
2715 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2716 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
2717 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
2718 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
2719 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
2720 if (rsurface.texture->backgroundcurrentskinframe)
2722 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
2723 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
2724 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
2725 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
2727 //R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0);
2728 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
2729 if(rsurface.texture->colormapping)
2731 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
2732 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
2734 R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
2735 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2736 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
2737 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
2738 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
2739 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2741 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2743 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2744 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2746 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2750 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2757 int newnumtriangles;
2761 int maxtriangles = 4096;
2762 int newelements[4096*3];
2763 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2764 for (renders = 0;renders < 64;renders++)
2769 newnumtriangles = 0;
2771 // due to low fillrate on the cards this vertex lighting path is
2772 // designed for, we manually cull all triangles that do not
2773 // contain a lit vertex
2774 // this builds batches of triangles from multiple surfaces and
2775 // renders them at once
2776 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2778 if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2780 if (newnumtriangles)
2782 newfirstvertex = min(newfirstvertex, e[0]);
2783 newlastvertex = max(newlastvertex, e[0]);
2787 newfirstvertex = e[0];
2788 newlastvertex = e[0];
2790 newfirstvertex = min(newfirstvertex, e[1]);
2791 newlastvertex = max(newlastvertex, e[1]);
2792 newfirstvertex = min(newfirstvertex, e[2]);
2793 newlastvertex = max(newlastvertex, e[2]);
2799 if (newnumtriangles >= maxtriangles)
2801 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2802 newnumtriangles = 0;
2808 if (newnumtriangles >= 1)
2810 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2813 // if we couldn't find any lit triangles, exit early
2816 // now reduce the intensity for the next overbright pass
2817 // we have to clamp to 0 here incase the drivers have improper
2818 // handling of negative colors
2819 // (some old drivers even have improper handling of >1 color)
2821 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2823 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2825 c[0] = max(0, c[0] - 1);
2826 c[1] = max(0, c[1] - 1);
2827 c[2] = max(0, c[2] - 1);
2839 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
2841 // OpenGL 1.1 path (anything)
2842 float ambientcolorbase[3], diffusecolorbase[3];
2843 float ambientcolorpants[3], diffusecolorpants[3];
2844 float ambientcolorshirt[3], diffusecolorshirt[3];
2846 VectorScale(lightcolorbase, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorbase);
2847 VectorScale(lightcolorbase, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorbase);
2848 VectorScale(lightcolorpants, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorpants);
2849 VectorScale(lightcolorpants, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorpants);
2850 VectorScale(lightcolorshirt, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorshirt);
2851 VectorScale(lightcolorshirt, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorshirt);
2852 switch(r_shadow_rendermode)
2854 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2855 memset(&m, 0, sizeof(m));
2856 m.tex[0] = R_GetTexture(basetexture);
2857 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2858 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2859 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2860 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2861 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2862 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
2863 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2864 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2865 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2866 R_Mesh_TextureState(&m);
2868 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2869 memset(&m, 0, sizeof(m));
2870 m.tex[0] = R_GetTexture(basetexture);
2871 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2872 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2873 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2874 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2875 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2876 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
2877 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2878 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2879 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2880 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2881 m.texmatrix[2] = rsurface.entitytoattenuationz;
2882 m.pointer_texcoord3f[2] = rsurface.vertex3f;
2883 m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
2884 m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
2885 R_Mesh_TextureState(&m);
2887 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2888 memset(&m, 0, sizeof(m));
2889 m.tex[0] = R_GetTexture(basetexture);
2890 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2891 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2892 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2893 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2894 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2895 m.texmatrix[1] = rsurface.entitytoattenuationxyz;
2896 m.pointer_texcoord3f[1] = rsurface.vertex3f;
2897 m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
2898 m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
2899 R_Mesh_TextureState(&m);
2901 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2902 memset(&m, 0, sizeof(m));
2903 m.tex[0] = R_GetTexture(basetexture);
2904 m.texmatrix[0] = rsurface.texture->currenttexmatrix;
2905 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
2906 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
2907 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
2908 R_Mesh_TextureState(&m);
2913 //R_Mesh_TexBind(0, R_GetTexture(basetexture));
2914 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
2917 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2918 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
2922 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2923 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
2927 extern cvar_t gl_lightmaps;
2928 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2930 float ambientscale, diffusescale, specularscale;
2932 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2934 // calculate colors to render this texture with
2935 lightcolorbase[0] = rsurface.rtlight->currentcolor[0] * rsurface.texture->dlightcolor[0];
2936 lightcolorbase[1] = rsurface.rtlight->currentcolor[1] * rsurface.texture->dlightcolor[1];
2937 lightcolorbase[2] = rsurface.rtlight->currentcolor[2] * rsurface.texture->dlightcolor[2];
2938 ambientscale = rsurface.rtlight->ambientscale;
2939 diffusescale = rsurface.rtlight->diffusescale;
2940 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2941 if (!r_shadow_usenormalmap.integer)
2943 ambientscale += 1.0f * diffusescale;
2947 if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2949 negated = (lightcolorbase[0] + lightcolorbase[1] + lightcolorbase[2] < 0) && vid.support.ext_blend_subtract;
2952 VectorNegate(lightcolorbase, lightcolorbase);
2953 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2955 RSurf_SetupDepthAndCulling();
2956 nmap = rsurface.texture->currentskinframe->nmap;
2957 if (gl_lightmaps.integer)
2958 nmap = r_texture_blanknormalmap;
2959 if (rsurface.texture->colormapping && !gl_lightmaps.integer)
2961 qboolean dopants = rsurface.texture->currentskinframe->pants != NULL && VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f);
2962 qboolean doshirt = rsurface.texture->currentskinframe->shirt != NULL && VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
2965 lightcolorpants[0] = lightcolorbase[0] * rsurface.colormap_pantscolor[0];
2966 lightcolorpants[1] = lightcolorbase[1] * rsurface.colormap_pantscolor[1];
2967 lightcolorpants[2] = lightcolorbase[2] * rsurface.colormap_pantscolor[2];
2970 VectorClear(lightcolorpants);
2973 lightcolorshirt[0] = lightcolorbase[0] * rsurface.colormap_shirtcolor[0];
2974 lightcolorshirt[1] = lightcolorbase[1] * rsurface.colormap_shirtcolor[1];
2975 lightcolorshirt[2] = lightcolorbase[2] * rsurface.colormap_shirtcolor[2];
2978 VectorClear(lightcolorshirt);
2979 switch (r_shadow_rendermode)
2981 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2982 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2983 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2985 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2986 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2988 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2989 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2990 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2991 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2992 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
2995 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3001 switch (r_shadow_rendermode)
3003 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3004 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3005 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
3007 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3008 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
3010 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3011 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3012 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3013 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3014 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
3017 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3022 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3025 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
3027 matrix4x4_t tempmatrix = *matrix;
3028 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3030 // if this light has been compiled before, free the associated data
3031 R_RTLight_Uncompile(rtlight);
3033 // clear it completely to avoid any lingering data
3034 memset(rtlight, 0, sizeof(*rtlight));
3036 // copy the properties
3037 rtlight->matrix_lighttoworld = tempmatrix;
3038 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3039 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3040 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3041 VectorCopy(color, rtlight->color);
3042 rtlight->cubemapname[0] = 0;
3043 if (cubemapname && cubemapname[0])
3044 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3045 rtlight->shadow = shadow;
3046 rtlight->corona = corona;
3047 rtlight->style = style;
3048 rtlight->isstatic = isstatic;
3049 rtlight->coronasizescale = coronasizescale;
3050 rtlight->ambientscale = ambientscale;
3051 rtlight->diffusescale = diffusescale;
3052 rtlight->specularscale = specularscale;
3053 rtlight->flags = flags;
3055 // compute derived data
3056 //rtlight->cullradius = rtlight->radius;
3057 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3058 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3059 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3060 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3061 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3062 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3063 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3066 // compiles rtlight geometry
3067 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3068 void R_RTLight_Compile(rtlight_t *rtlight)
3071 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3072 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3073 entity_render_t *ent = r_refdef.scene.worldentity;
3074 dp_model_t *model = r_refdef.scene.worldmodel;
3075 unsigned char *data;
3078 // compile the light
3079 rtlight->compiled = true;
3080 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3081 rtlight->static_numleafs = 0;
3082 rtlight->static_numleafpvsbytes = 0;
3083 rtlight->static_leaflist = NULL;
3084 rtlight->static_leafpvs = NULL;
3085 rtlight->static_numsurfaces = 0;
3086 rtlight->static_surfacelist = NULL;
3087 rtlight->static_shadowmap_receivers = 0x3F;
3088 rtlight->static_shadowmap_casters = 0x3F;
3089 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3090 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3091 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3092 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3093 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3094 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3096 if (model && model->GetLightInfo)
3098 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3099 r_shadow_compilingrtlight = rtlight;
3100 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
3101 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3102 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3103 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3104 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3105 rtlight->static_numsurfaces = numsurfaces;
3106 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3107 rtlight->static_numleafs = numleafs;
3108 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3109 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3110 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3111 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3112 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3113 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3114 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3115 if (rtlight->static_numsurfaces)
3116 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3117 if (rtlight->static_numleafs)
3118 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3119 if (rtlight->static_numleafpvsbytes)
3120 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3121 if (rtlight->static_numshadowtrispvsbytes)
3122 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3123 if (rtlight->static_numlighttrispvsbytes)
3124 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3125 switch (rtlight->shadowmode)
3127 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3128 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
3129 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
3130 if (model->CompileShadowMap && rtlight->shadow)
3131 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3134 if (model->CompileShadowVolume && rtlight->shadow)
3135 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3138 // now we're done compiling the rtlight
3139 r_shadow_compilingrtlight = NULL;
3143 // use smallest available cullradius - box radius or light radius
3144 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3145 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3147 shadowzpasstris = 0;
3148 if (rtlight->static_meshchain_shadow_zpass)
3149 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3150 shadowzpasstris += mesh->numtriangles;
3152 shadowzfailtris = 0;
3153 if (rtlight->static_meshchain_shadow_zfail)
3154 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3155 shadowzfailtris += mesh->numtriangles;
3158 if (rtlight->static_numlighttrispvsbytes)
3159 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3160 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3164 if (rtlight->static_numlighttrispvsbytes)
3165 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3166 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3169 if (developer.integer >= 10)
3170 Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3173 void R_RTLight_Uncompile(rtlight_t *rtlight)
3175 if (rtlight->compiled)
3177 if (rtlight->static_meshchain_shadow_zpass)
3178 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3179 rtlight->static_meshchain_shadow_zpass = NULL;
3180 if (rtlight->static_meshchain_shadow_zfail)
3181 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3182 rtlight->static_meshchain_shadow_zfail = NULL;
3183 if (rtlight->static_meshchain_shadow_shadowmap)
3184 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3185 rtlight->static_meshchain_shadow_shadowmap = NULL;
3186 // these allocations are grouped
3187 if (rtlight->static_surfacelist)
3188 Mem_Free(rtlight->static_surfacelist);
3189 rtlight->static_numleafs = 0;
3190 rtlight->static_numleafpvsbytes = 0;
3191 rtlight->static_leaflist = NULL;
3192 rtlight->static_leafpvs = NULL;
3193 rtlight->static_numsurfaces = 0;
3194 rtlight->static_surfacelist = NULL;
3195 rtlight->static_numshadowtrispvsbytes = 0;
3196 rtlight->static_shadowtrispvs = NULL;
3197 rtlight->static_numlighttrispvsbytes = 0;
3198 rtlight->static_lighttrispvs = NULL;
3199 rtlight->compiled = false;
3203 void R_Shadow_UncompileWorldLights(void)
3207 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3208 for (lightindex = 0;lightindex < range;lightindex++)
3210 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3213 R_RTLight_Uncompile(&light->rtlight);
3217 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3221 // reset the count of frustum planes
3222 // see rtlight->cached_frustumplanes definition for how much this array
3224 rtlight->cached_numfrustumplanes = 0;
3226 // haven't implemented a culling path for ortho rendering
3227 if (!r_refdef.view.useperspective)
3229 // check if the light is on screen and copy the 4 planes if it is
3230 for (i = 0;i < 4;i++)
3231 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3234 for (i = 0;i < 4;i++)
3235 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3240 // generate a deformed frustum that includes the light origin, this is
3241 // used to cull shadow casting surfaces that can not possibly cast a
3242 // shadow onto the visible light-receiving surfaces, which can be a
3245 // if the light origin is onscreen the result will be 4 planes exactly
3246 // if the light origin is offscreen on only one axis the result will
3247 // be exactly 5 planes (split-side case)
3248 // if the light origin is offscreen on two axes the result will be
3249 // exactly 4 planes (stretched corner case)
3250 for (i = 0;i < 4;i++)
3252 // quickly reject standard frustum planes that put the light
3253 // origin outside the frustum
3254 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3257 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3259 // if all the standard frustum planes were accepted, the light is onscreen
3260 // otherwise we need to generate some more planes below...
3261 if (rtlight->cached_numfrustumplanes < 4)
3263 // at least one of the stock frustum planes failed, so we need to
3264 // create one or two custom planes to enclose the light origin
3265 for (i = 0;i < 4;i++)
3267 // create a plane using the view origin and light origin, and a
3268 // single point from the frustum corner set
3269 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3270 VectorNormalize(plane.normal);
3271 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3272 // see if this plane is backwards and flip it if so
3273 for (j = 0;j < 4;j++)
3274 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3278 VectorNegate(plane.normal, plane.normal);
3280 // flipped plane, test again to see if it is now valid
3281 for (j = 0;j < 4;j++)
3282 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3284 // if the plane is still not valid, then it is dividing the
3285 // frustum and has to be rejected
3289 // we have created a valid plane, compute extra info
3290 PlaneClassify(&plane);
3292 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3294 // if we've found 5 frustum planes then we have constructed a
3295 // proper split-side case and do not need to keep searching for
3296 // planes to enclose the light origin
3297 if (rtlight->cached_numfrustumplanes == 5)
3305 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3307 plane = rtlight->cached_frustumplanes[i];
3308 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
3313 // now add the light-space box planes if the light box is rotated, as any
3314 // caster outside the oriented light box is irrelevant (even if it passed
3315 // the worldspace light box, which is axial)
3316 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3318 for (i = 0;i < 6;i++)
3322 v[i >> 1] = (i & 1) ? -1 : 1;
3323 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3324 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3325 plane.dist = VectorNormalizeLength(plane.normal);
3326 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3327 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3333 // add the world-space reduced box planes
3334 for (i = 0;i < 6;i++)
3336 VectorClear(plane.normal);
3337 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3338 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3339 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3348 // reduce all plane distances to tightly fit the rtlight cull box, which
3350 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3351 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3352 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3353 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3354 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3355 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3356 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3357 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3358 oldnum = rtlight->cached_numfrustumplanes;
3359 rtlight->cached_numfrustumplanes = 0;
3360 for (j = 0;j < oldnum;j++)
3362 // find the nearest point on the box to this plane
3363 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3364 for (i = 1;i < 8;i++)
3366 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3367 if (bestdist > dist)
3370 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3371 // if the nearest point is near or behind the plane, we want this
3372 // plane, otherwise the plane is useless as it won't cull anything
3373 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3375 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3376 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3383 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3387 RSurf_ActiveWorldEntity();
3389 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3392 GL_CullFace(GL_NONE);
3393 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3394 for (;mesh;mesh = mesh->next)
3396 if (!mesh->sidetotals[r_shadow_shadowmapside])
3398 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3399 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3400 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3404 else if (r_refdef.scene.worldentity->model)
3405 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3407 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3410 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3412 qboolean zpass = false;
3415 int surfacelistindex;
3416 msurface_t *surface;
3418 RSurf_ActiveWorldEntity();
3420 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3423 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3425 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3426 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3428 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3429 for (;mesh;mesh = mesh->next)
3431 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3432 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3433 GL_LockArrays(0, mesh->numverts);
3434 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3436 // increment stencil if frontface is infront of depthbuffer
3437 GL_CullFace(r_refdef.view.cullface_back);
3438 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
3439 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3440 // decrement stencil if backface is infront of depthbuffer
3441 GL_CullFace(r_refdef.view.cullface_front);
3442 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
3444 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3446 // decrement stencil if backface is behind depthbuffer
3447 GL_CullFace(r_refdef.view.cullface_front);
3448 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
3449 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3450 // increment stencil if frontface is behind depthbuffer
3451 GL_CullFace(r_refdef.view.cullface_back);
3452 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
3454 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3455 GL_LockArrays(0, 0);
3459 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
3461 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3462 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3464 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3465 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3466 if (CHECKPVSBIT(trispvs, t))
3467 shadowmarklist[numshadowmark++] = t;
3469 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3471 else if (numsurfaces)
3472 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3474 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3477 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3479 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3480 vec_t relativeshadowradius;
3481 RSurf_ActiveModelEntity(ent, false, false);
3482 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3483 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3484 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3485 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3486 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3487 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3488 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3489 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3490 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
3492 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3495 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3496 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3499 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3501 // set up properties for rendering light onto this entity
3502 RSurf_ActiveModelEntity(ent, true, true);
3503 GL_AlphaTest(false);
3504 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3505 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3506 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3507 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3508 switch(r_shadow_lightingrendermode)
3510 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3511 R_Mesh_TexMatrix(3, &rsurface.entitytolight);
3518 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3520 if (!r_refdef.scene.worldmodel->DrawLight)
3523 // set up properties for rendering light onto this entity
3524 RSurf_ActiveWorldEntity();
3525 GL_AlphaTest(false);
3526 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3527 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3528 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3529 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3530 switch(r_shadow_lightingrendermode)
3532 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3533 R_Mesh_TexMatrix(3, &rsurface.entitytolight);
3539 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs);
3541 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3544 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3546 dp_model_t *model = ent->model;
3547 if (!model->DrawLight)
3550 R_Shadow_SetupEntityLight(ent);
3552 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3554 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3557 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3561 int numleafs, numsurfaces;
3562 int *leaflist, *surfacelist;
3563 unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs, *surfacesides;
3564 int numlightentities;
3565 int numlightentities_noselfshadow;
3566 int numshadowentities;
3567 int numshadowentities_noselfshadow;
3568 static entity_render_t *lightentities[MAX_EDICTS];
3569 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3570 static entity_render_t *shadowentities[MAX_EDICTS];
3571 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3573 rtlight->draw = false;
3575 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3576 // skip lights that are basically invisible (color 0 0 0)
3577 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
3580 // loading is done before visibility checks because loading should happen
3581 // all at once at the start of a level, not when it stalls gameplay.
3582 // (especially important to benchmarks)
3584 if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3586 if (rtlight->compiled)
3587 R_RTLight_Uncompile(rtlight);
3588 R_RTLight_Compile(rtlight);
3592 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
3594 // look up the light style value at this time
3595 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3596 VectorScale(rtlight->color, f, rtlight->currentcolor);
3598 if (rtlight->selected)
3600 f = 2 + sin(realtime * M_PI * 4.0);
3601 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3605 // if lightstyle is currently off, don't draw the light
3606 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3609 // if the light box is offscreen, skip it
3610 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3613 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3614 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3616 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3618 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3620 // compiled light, world available and can receive realtime lighting
3621 // retrieve leaf information
3622 numleafs = rtlight->static_numleafs;
3623 leaflist = rtlight->static_leaflist;
3624 leafpvs = rtlight->static_leafpvs;
3625 numsurfaces = rtlight->static_numsurfaces;
3626 surfacelist = rtlight->static_surfacelist;
3627 surfacesides = NULL;
3628 shadowtrispvs = rtlight->static_shadowtrispvs;
3629 lighttrispvs = rtlight->static_lighttrispvs;
3631 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3633 // dynamic light, world available and can receive realtime lighting
3634 // calculate lit surfaces and leafs
3635 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
3636 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3637 leaflist = r_shadow_buffer_leaflist;
3638 leafpvs = r_shadow_buffer_leafpvs;
3639 surfacelist = r_shadow_buffer_surfacelist;
3640 surfacesides = r_shadow_buffer_surfacesides;
3641 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3642 lighttrispvs = r_shadow_buffer_lighttrispvs;
3643 // if the reduced leaf bounds are offscreen, skip it
3644 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3655 surfacesides = NULL;
3656 shadowtrispvs = NULL;
3657 lighttrispvs = NULL;
3659 // check if light is illuminating any visible leafs
3662 for (i = 0;i < numleafs;i++)
3663 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3669 // make a list of lit entities and shadow casting entities
3670 numlightentities = 0;
3671 numlightentities_noselfshadow = 0;
3672 numshadowentities = 0;
3673 numshadowentities_noselfshadow = 0;
3675 // add dynamic entities that are lit by the light
3676 for (i = 0;i < r_refdef.scene.numentities;i++)
3679 entity_render_t *ent = r_refdef.scene.entities[i];
3681 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3683 // skip the object entirely if it is not within the valid
3684 // shadow-casting region (which includes the lit region)
3685 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3687 if (!(model = ent->model))
3689 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3691 // this entity wants to receive light, is visible, and is
3692 // inside the light box
3693 // TODO: check if the surfaces in the model can receive light
3694 // so now check if it's in a leaf seen by the light
3695 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3697 if (ent->flags & RENDER_NOSELFSHADOW)
3698 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3700 lightentities[numlightentities++] = ent;
3701 // since it is lit, it probably also casts a shadow...
3702 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3703 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3704 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3706 // note: exterior models without the RENDER_NOSELFSHADOW
3707 // flag still create a RENDER_NOSELFSHADOW shadow but
3708 // are lit normally, this means that they are
3709 // self-shadowing but do not shadow other
3710 // RENDER_NOSELFSHADOW entities such as the gun
3711 // (very weird, but keeps the player shadow off the gun)
3712 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3713 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3715 shadowentities[numshadowentities++] = ent;
3718 else if (ent->flags & RENDER_SHADOW)
3720 // this entity is not receiving light, but may still need to
3722 // TODO: check if the surfaces in the model can cast shadow
3723 // now check if it is in a leaf seen by the light
3724 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3726 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3727 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3728 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3730 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3731 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3733 shadowentities[numshadowentities++] = ent;
3738 // return if there's nothing at all to light
3739 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3742 // count this light in the r_speeds
3743 r_refdef.stats.lights++;
3745 // flag it as worth drawing later
3746 rtlight->draw = true;
3748 // cache all the animated entities that cast a shadow but are not visible
3749 for (i = 0;i < numshadowentities;i++)
3750 if (!shadowentities[i]->animcache_vertex3f)
3751 R_AnimCache_GetEntity(shadowentities[i], false, false);
3752 for (i = 0;i < numshadowentities_noselfshadow;i++)
3753 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3754 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3756 // allocate some temporary memory for rendering this light later in the frame
3757 // reusable buffers need to be copied, static data can be used as-is
3758 rtlight->cached_numlightentities = numlightentities;
3759 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
3760 rtlight->cached_numshadowentities = numshadowentities;
3761 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3762 rtlight->cached_numsurfaces = numsurfaces;
3763 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3764 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3765 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3766 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3767 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3769 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, shadowtrispvs);
3770 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(r_refdef.scene.worldmodel->surfmesh.num_triangles, lighttrispvs);
3771 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3775 // compiled light data
3776 rtlight->cached_shadowtrispvs = shadowtrispvs;
3777 rtlight->cached_lighttrispvs = lighttrispvs;
3778 rtlight->cached_surfacelist = surfacelist;
3782 void R_Shadow_DrawLight(rtlight_t *rtlight)
3786 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3787 int numlightentities;
3788 int numlightentities_noselfshadow;
3789 int numshadowentities;
3790 int numshadowentities_noselfshadow;
3791 entity_render_t **lightentities;
3792 entity_render_t **lightentities_noselfshadow;
3793 entity_render_t **shadowentities;
3794 entity_render_t **shadowentities_noselfshadow;
3796 static unsigned char entitysides[MAX_EDICTS];
3797 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3798 vec3_t nearestpoint;
3800 qboolean castshadows;
3803 // check if we cached this light this frame (meaning it is worth drawing)
3807 // if R_FrameData_Store ran out of space we skip anything dependent on it
3808 if (r_framedata_failed)
3811 numlightentities = rtlight->cached_numlightentities;
3812 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3813 numshadowentities = rtlight->cached_numshadowentities;
3814 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3815 numsurfaces = rtlight->cached_numsurfaces;
3816 lightentities = rtlight->cached_lightentities;
3817 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3818 shadowentities = rtlight->cached_shadowentities;
3819 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3820 shadowtrispvs = rtlight->cached_shadowtrispvs;
3821 lighttrispvs = rtlight->cached_lighttrispvs;
3822 surfacelist = rtlight->cached_surfacelist;
3824 // set up a scissor rectangle for this light
3825 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3828 // don't let sound skip if going slow
3829 if (r_refdef.scene.extraupdate)
3832 // make this the active rtlight for rendering purposes
3833 R_Shadow_RenderMode_ActiveLight(rtlight);
3835 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3837 // optionally draw visible shape of the shadow volumes
3838 // for performance analysis by level designers
3839 R_Shadow_RenderMode_VisibleShadowVolumes();
3841 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3842 for (i = 0;i < numshadowentities;i++)
3843 R_Shadow_DrawEntityShadow(shadowentities[i]);
3844 for (i = 0;i < numshadowentities_noselfshadow;i++)
3845 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3846 R_Shadow_RenderMode_VisibleLighting(false, false);
3849 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3851 // optionally draw the illuminated areas
3852 // for performance analysis by level designers
3853 R_Shadow_RenderMode_VisibleLighting(false, false);
3855 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3856 for (i = 0;i < numlightentities;i++)
3857 R_Shadow_DrawEntityLight(lightentities[i]);
3858 for (i = 0;i < numlightentities_noselfshadow;i++)
3859 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3862 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3864 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3865 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3866 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3867 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3869 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3870 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3871 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3873 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3879 int receivermask = 0;
3880 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3881 Matrix4x4_Abs(&radiustolight);
3883 r_shadow_shadowmaplod = 0;
3884 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3885 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3886 r_shadow_shadowmaplod = i;
3888 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
3889 size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
3891 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3893 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3895 surfacesides = NULL;
3898 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3900 castermask = rtlight->static_shadowmap_casters;
3901 receivermask = rtlight->static_shadowmap_receivers;
3905 surfacesides = r_shadow_buffer_surfacesides;
3906 for(i = 0;i < numsurfaces;i++)
3908 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3909 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3910 castermask |= surfacesides[i];
3911 receivermask |= surfacesides[i];
3915 if (receivermask < 0x3F)
3917 for (i = 0;i < numlightentities;i++)
3918 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3919 if (receivermask < 0x3F)
3920 for(i = 0; i < numlightentities_noselfshadow;i++)
3921 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3924 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3928 for (i = 0;i < numshadowentities;i++)
3929 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3930 for (i = 0;i < numshadowentities_noselfshadow;i++)
3931 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3934 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3936 // render shadow casters into 6 sided depth texture
3937 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3939 R_Shadow_RenderMode_ShadowMap(side, true, size);
3940 if (! (castermask & (1 << side))) continue;
3942 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3943 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3944 R_Shadow_DrawEntityShadow(shadowentities[i]);
3947 if (numlightentities_noselfshadow && !r_shadow_usingdeferredprepass)
3949 // render lighting using the depth texture as shadowmap
3950 // draw lighting in the unmasked areas
3951 R_Shadow_RenderMode_Lighting(false, false, true);
3952 for (i = 0;i < numlightentities_noselfshadow;i++)
3953 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3956 // render shadow casters into 6 sided depth texture
3957 if (numshadowentities_noselfshadow)
3959 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3961 R_Shadow_RenderMode_ShadowMap(side, false, size);
3962 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3963 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3967 if (!r_shadow_usingdeferredprepass)
3969 // render lighting using the depth texture as shadowmap
3970 // draw lighting in the unmasked areas
3971 R_Shadow_RenderMode_Lighting(false, false, true);
3972 // draw lighting in the unmasked areas
3974 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3975 for (i = 0;i < numlightentities;i++)
3976 R_Shadow_DrawEntityLight(lightentities[i]);
3979 else if (castshadows && vid.stencil)
3981 // draw stencil shadow volumes to mask off pixels that are in shadow
3982 // so that they won't receive lighting
3983 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3984 R_Shadow_ClearStencil();
3987 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3988 for (i = 0;i < numshadowentities;i++)
3989 R_Shadow_DrawEntityShadow(shadowentities[i]);
3991 if (!r_shadow_usingdeferredprepass)
3993 // draw lighting in the unmasked areas
3994 R_Shadow_RenderMode_Lighting(true, false, false);
3995 for (i = 0;i < numlightentities_noselfshadow;i++)
3996 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3999 for (i = 0;i < numshadowentities_noselfshadow;i++)
4000 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4002 if (!r_shadow_usingdeferredprepass)
4004 // draw lighting in the unmasked areas
4005 R_Shadow_RenderMode_Lighting(true, false, false);
4007 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4008 for (i = 0;i < numlightentities;i++)
4009 R_Shadow_DrawEntityLight(lightentities[i]);
4012 else if (!r_shadow_usingdeferredprepass)
4014 // draw lighting in the unmasked areas
4015 R_Shadow_RenderMode_Lighting(false, false, false);
4017 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4018 for (i = 0;i < numlightentities;i++)
4019 R_Shadow_DrawEntityLight(lightentities[i]);
4020 for (i = 0;i < numlightentities_noselfshadow;i++)
4021 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4024 if (r_shadow_usingdeferredprepass)
4026 // when rendering deferred lighting, we simply rasterize the box
4027 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
4028 R_Shadow_RenderMode_DrawDeferredLight(false, true);
4029 else if (castshadows && vid.stencil)
4030 R_Shadow_RenderMode_DrawDeferredLight(true, false);
4032 R_Shadow_RenderMode_DrawDeferredLight(false, false);
4036 static void R_Shadow_FreeDeferred(void)
4038 if (r_shadow_prepassgeometryfbo)
4039 qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
4040 r_shadow_prepassgeometryfbo = 0;
4042 if (r_shadow_prepasslightingfbo)
4043 qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
4044 r_shadow_prepasslightingfbo = 0;
4046 if (r_shadow_prepassgeometrydepthtexture)
4047 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4048 r_shadow_prepassgeometrydepthtexture = NULL;
4050 if (r_shadow_prepassgeometrynormalmaptexture)
4051 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4052 r_shadow_prepassgeometrynormalmaptexture = NULL;
4054 if (r_shadow_prepasslightingdiffusetexture)
4055 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4056 r_shadow_prepasslightingdiffusetexture = NULL;
4058 if (r_shadow_prepasslightingspeculartexture)
4059 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4060 r_shadow_prepasslightingspeculartexture = NULL;
4063 void R_Shadow_DrawPrepass(void)
4071 entity_render_t *ent;
4073 GL_AlphaTest(false);
4074 R_Mesh_ColorPointer(NULL, 0, 0);
4075 R_Mesh_ResetTextureState();
4077 GL_ColorMask(1,1,1,1);
4078 GL_BlendFunc(GL_ONE, GL_ZERO);
4081 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
4082 qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
4083 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
4085 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4086 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4087 if (r_timereport_active)
4088 R_TimeReport("prepassgeometry");
4090 for (i = 0;i < r_refdef.scene.numentities;i++)
4092 if (!r_refdef.viewcache.entityvisible[i])
4094 ent = r_refdef.scene.entities[i];
4095 if (ent->model && ent->model->DrawPrepass != NULL)
4096 ent->model->DrawPrepass(ent);
4099 GL_DepthMask(false);
4100 GL_ColorMask(1,1,1,1);
4103 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4104 qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
4105 GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
4106 if (r_refdef.fogenabled)
4107 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
4109 R_Shadow_RenderMode_Begin();
4111 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4112 if (r_shadow_debuglight.integer >= 0)
4114 lightindex = r_shadow_debuglight.integer;
4115 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4116 if (light && (light->flags & flag))
4117 R_Shadow_DrawLight(&light->rtlight);
4121 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4122 for (lightindex = 0;lightindex < range;lightindex++)
4124 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4125 if (light && (light->flags & flag))
4126 R_Shadow_DrawLight(&light->rtlight);
4129 if (r_refdef.scene.rtdlight)
4130 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4131 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4133 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
4134 if (r_refdef.fogenabled)
4135 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
4137 R_Shadow_RenderMode_End();
4139 if (r_timereport_active)
4140 R_TimeReport("prepasslights");
4143 void R_Shadow_DrawLightSprites(void);
4144 void R_Shadow_PrepareLights(void)
4154 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4155 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != r_shadow_shadowmapping.integer ||
4156 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) ||
4157 r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
4158 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4159 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4160 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4161 R_Shadow_FreeShadowMaps();
4163 switch (vid.renderpath)
4165 case RENDERPATH_GL20:
4166 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || !vid.support.arb_texture_rectangle || vid.maxdrawbuffers < 2)
4168 r_shadow_usingdeferredprepass = false;
4169 if (r_shadow_prepass_width)
4170 R_Shadow_FreeDeferred();
4171 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4175 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4177 R_Shadow_FreeDeferred();
4179 r_shadow_usingdeferredprepass = true;
4180 r_shadow_prepass_width = vid.width;
4181 r_shadow_prepass_height = vid.height;
4182 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4183 r_shadow_prepassgeometrynormalmaptexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4184 r_shadow_prepasslightingdiffusetexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4185 r_shadow_prepasslightingspeculartexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4187 // set up the geometry pass fbo (depth + normalmap)
4188 qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
4189 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
4190 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4191 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
4192 // render depth into one texture and normalmap into the other
4193 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4194 qglReadBuffer(GL_NONE);CHECKGLERROR
4195 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4196 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4198 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4199 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4200 r_shadow_usingdeferredprepass = false;
4203 // set up the lighting pass fbo (diffuse + specular)
4204 qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
4205 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4206 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4207 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
4208 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
4209 // render diffuse into one texture and specular into another,
4210 // with depth and normalmap bound as textures,
4211 // with depth bound as attachment as well
4212 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4213 qglReadBuffer(GL_NONE);CHECKGLERROR
4214 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4215 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4217 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4218 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4219 r_shadow_usingdeferredprepass = false;
4223 case RENDERPATH_GL13:
4224 case RENDERPATH_GL11:
4225 r_shadow_usingdeferredprepass = false;
4229 R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
4231 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4232 if (r_shadow_debuglight.integer >= 0)
4234 lightindex = r_shadow_debuglight.integer;
4235 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4236 if (light && (light->flags & flag))
4237 R_Shadow_PrepareLight(&light->rtlight);
4241 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4242 for (lightindex = 0;lightindex < range;lightindex++)
4244 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4245 if (light && (light->flags & flag))
4246 R_Shadow_PrepareLight(&light->rtlight);
4249 if (r_refdef.scene.rtdlight)
4251 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4252 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4254 else if(gl_flashblend.integer)
4256 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4258 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4259 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4260 VectorScale(rtlight->color, f, rtlight->currentcolor);
4264 if (r_editlights.integer)
4265 R_Shadow_DrawLightSprites();
4268 void R_Shadow_DrawLights(void)
4276 R_Shadow_RenderMode_Begin();
4278 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4279 if (r_shadow_debuglight.integer >= 0)
4281 lightindex = r_shadow_debuglight.integer;
4282 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4283 if (light && (light->flags & flag))
4284 R_Shadow_DrawLight(&light->rtlight);
4288 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4289 for (lightindex = 0;lightindex < range;lightindex++)
4291 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4292 if (light && (light->flags & flag))
4293 R_Shadow_DrawLight(&light->rtlight);
4296 if (r_refdef.scene.rtdlight)
4297 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4298 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4300 R_Shadow_RenderMode_End();
4303 extern const float r_screenvertex3f[12];
4304 extern void R_SetupView(qboolean allowwaterclippingplane);
4305 extern void R_ResetViewRendering3D(void);
4306 extern void R_ResetViewRendering2D(void);
4307 extern cvar_t r_shadows;
4308 extern cvar_t r_shadows_darken;
4309 extern cvar_t r_shadows_drawafterrtlighting;
4310 extern cvar_t r_shadows_castfrombmodels;
4311 extern cvar_t r_shadows_throwdistance;
4312 extern cvar_t r_shadows_throwdirection;
4313 void R_DrawModelShadows(void)
4316 float relativethrowdistance;
4317 entity_render_t *ent;
4318 vec3_t relativelightorigin;
4319 vec3_t relativelightdirection;
4320 vec3_t relativeshadowmins, relativeshadowmaxs;
4321 vec3_t tmp, shadowdir;
4323 if (!r_refdef.scene.numentities || !vid.stencil)
4327 R_ResetViewRendering3D();
4328 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4329 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4330 R_Shadow_RenderMode_Begin();
4331 R_Shadow_RenderMode_ActiveLight(NULL);
4332 r_shadow_lightscissor[0] = r_refdef.view.x;
4333 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4334 r_shadow_lightscissor[2] = r_refdef.view.width;
4335 r_shadow_lightscissor[3] = r_refdef.view.height;
4336 R_Shadow_RenderMode_StencilShadowVolumes(false);
4339 if (r_shadows.integer == 2)
4341 Math_atov(r_shadows_throwdirection.string, shadowdir);
4342 VectorNormalize(shadowdir);
4345 R_Shadow_ClearStencil();
4347 for (i = 0;i < r_refdef.scene.numentities;i++)
4349 ent = r_refdef.scene.entities[i];
4351 // cast shadows from anything of the map (submodels are optional)
4352 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4354 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4355 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4356 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4357 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4358 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4361 if(ent->entitynumber != 0)
4363 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4364 int entnum, entnum2, recursion;
4365 entnum = entnum2 = ent->entitynumber;
4366 for(recursion = 32; recursion > 0; --recursion)
4368 entnum2 = cl.entities[entnum].state_current.tagentity;
4369 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4374 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4376 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4377 // transform into modelspace of OUR entity
4378 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4379 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4382 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4385 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4388 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4389 RSurf_ActiveModelEntity(ent, false, false);
4390 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4391 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4395 // not really the right mode, but this will disable any silly stencil features
4396 R_Shadow_RenderMode_End();
4398 // set up ortho view for rendering this pass
4399 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4400 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4401 //GL_ScissorTest(true);
4402 //R_Mesh_Matrix(&identitymatrix);
4403 //R_Mesh_ResetTextureState();
4404 R_ResetViewRendering2D();
4405 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4406 R_Mesh_ColorPointer(NULL, 0, 0);
4407 R_SetupGenericShader(false);
4409 // set up a darkening blend on shadowed areas
4410 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4411 //GL_DepthRange(0, 1);
4412 //GL_DepthTest(false);
4413 //GL_DepthMask(false);
4414 //GL_PolygonOffset(0, 0);CHECKGLERROR
4415 GL_Color(0, 0, 0, r_shadows_darken.value);
4416 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4417 //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
4418 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
4419 qglStencilMask(~0);CHECKGLERROR
4420 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4421 qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
4423 // apply the blend to the shadowed areas
4424 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4426 // restore the viewport
4427 R_SetViewport(&r_refdef.view.viewport);
4429 // restore other state to normal
4430 //R_Shadow_RenderMode_End();
4433 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4436 vec3_t centerorigin;
4438 // if it's too close, skip it
4439 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4441 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4444 if (usequery && r_numqueries + 2 <= r_maxqueries)
4446 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4447 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4448 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
4449 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4452 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
4453 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4454 qglDepthFunc(GL_ALWAYS);
4455 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4456 R_Mesh_VertexPointer(vertex3f, 0, 0);
4457 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4458 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4459 qglDepthFunc(GL_LEQUAL);
4460 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4461 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4462 R_Mesh_VertexPointer(vertex3f, 0, 0);
4463 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4464 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4467 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4470 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4472 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4475 GLint allpixels = 0, visiblepixels = 0;
4476 // now we have to check the query result
4477 if (rtlight->corona_queryindex_visiblepixels)
4480 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4481 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4483 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4484 if (visiblepixels < 1 || allpixels < 1)
4486 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4487 cscale *= rtlight->corona_visibility;
4491 // FIXME: these traces should scan all render entities instead of cl.world
4492 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4495 VectorScale(rtlight->currentcolor, cscale, color);
4496 if (VectorLength(color) > (1.0f / 256.0f))
4499 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4502 VectorNegate(color, color);
4503 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4505 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4506 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4507 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4509 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4513 void R_Shadow_DrawCoronas(void)
4521 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4523 if (r_waterstate.renderingscene)
4525 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4526 R_Mesh_Matrix(&identitymatrix);
4528 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4530 // check occlusion of coronas
4531 // use GL_ARB_occlusion_query if available
4532 // otherwise use raytraces
4534 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4537 GL_ColorMask(0,0,0,0);
4538 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4539 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4542 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4543 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4545 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4548 RSurf_ActiveWorldEntity();
4549 GL_BlendFunc(GL_ONE, GL_ZERO);
4550 GL_CullFace(GL_NONE);
4551 GL_DepthMask(false);
4552 GL_DepthRange(0, 1);
4553 GL_PolygonOffset(0, 0);
4555 R_Mesh_ColorPointer(NULL, 0, 0);
4556 R_Mesh_ResetTextureState();
4557 R_SetupGenericShader(false);
4559 for (lightindex = 0;lightindex < range;lightindex++)
4561 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4564 rtlight = &light->rtlight;
4565 rtlight->corona_visibility = 0;
4566 rtlight->corona_queryindex_visiblepixels = 0;
4567 rtlight->corona_queryindex_allpixels = 0;
4568 if (!(rtlight->flags & flag))
4570 if (rtlight->corona <= 0)
4572 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4574 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4576 for (i = 0;i < r_refdef.scene.numlights;i++)
4578 rtlight = r_refdef.scene.lights[i];
4579 rtlight->corona_visibility = 0;
4580 rtlight->corona_queryindex_visiblepixels = 0;
4581 rtlight->corona_queryindex_allpixels = 0;
4582 if (!(rtlight->flags & flag))
4584 if (rtlight->corona <= 0)
4586 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4589 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4591 // now draw the coronas using the query data for intensity info
4592 for (lightindex = 0;lightindex < range;lightindex++)
4594 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4597 rtlight = &light->rtlight;
4598 if (rtlight->corona_visibility <= 0)
4600 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4602 for (i = 0;i < r_refdef.scene.numlights;i++)
4604 rtlight = r_refdef.scene.lights[i];
4605 if (rtlight->corona_visibility <= 0)
4607 if (gl_flashblend.integer)
4608 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4610 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4616 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
4617 typedef struct suffixinfo_s
4620 qboolean flipx, flipy, flipdiagonal;
4623 static suffixinfo_t suffix[3][6] =
4626 {"px", false, false, false},
4627 {"nx", false, false, false},
4628 {"py", false, false, false},
4629 {"ny", false, false, false},
4630 {"pz", false, false, false},
4631 {"nz", false, false, false}
4634 {"posx", false, false, false},
4635 {"negx", false, false, false},
4636 {"posy", false, false, false},
4637 {"negy", false, false, false},
4638 {"posz", false, false, false},
4639 {"negz", false, false, false}
4642 {"rt", true, false, true},
4643 {"lf", false, true, true},
4644 {"ft", true, true, false},
4645 {"bk", false, false, false},
4646 {"up", true, false, true},
4647 {"dn", true, false, true}
4651 static int componentorder[4] = {0, 1, 2, 3};
4653 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
4655 int i, j, cubemapsize;
4656 unsigned char *cubemappixels, *image_buffer;
4657 rtexture_t *cubemaptexture;
4659 // must start 0 so the first loadimagepixels has no requested width/height
4661 cubemappixels = NULL;
4662 cubemaptexture = NULL;
4663 // keep trying different suffix groups (posx, px, rt) until one loads
4664 for (j = 0;j < 3 && !cubemappixels;j++)
4666 // load the 6 images in the suffix group
4667 for (i = 0;i < 6;i++)
4669 // generate an image name based on the base and and suffix
4670 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
4672 if ((image_buffer = loadimagepixelsbgra(name, false, false)))
4674 // an image loaded, make sure width and height are equal
4675 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
4677 // if this is the first image to load successfully, allocate the cubemap memory
4678 if (!cubemappixels && image_width >= 1)
4680 cubemapsize = image_width;
4681 // note this clears to black, so unavailable sides are black
4682 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
4684 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
4686 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
4689 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
4691 Mem_Free(image_buffer);
4695 // if a cubemap loaded, upload it
4698 if (developer_loading.integer)
4699 Con_Printf("loading cubemap \"%s\"\n", basename);
4701 if (!r_shadow_filters_texturepool)
4702 r_shadow_filters_texturepool = R_AllocTexturePool();
4703 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
4704 Mem_Free(cubemappixels);
4708 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
4709 if (developer_loading.integer)
4711 Con_Printf("(tried tried images ");
4712 for (j = 0;j < 3;j++)
4713 for (i = 0;i < 6;i++)
4714 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
4715 Con_Print(" and was unable to find any of them).\n");
4718 return cubemaptexture;
4721 rtexture_t *R_Shadow_Cubemap(const char *basename)
4724 for (i = 0;i < numcubemaps;i++)
4725 if (!strcasecmp(cubemaps[i].basename, basename))
4726 return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
4727 if (i >= MAX_CUBEMAPS)
4728 return r_texture_whitecube;
4730 strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
4731 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
4732 return cubemaps[i].texture;
4735 void R_Shadow_FreeCubemaps(void)
4738 for (i = 0;i < numcubemaps;i++)
4740 if (developer_loading.integer)
4741 Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
4742 if (cubemaps[i].texture)
4743 R_FreeTexture(cubemaps[i].texture);
4747 R_FreeTexturePool(&r_shadow_filters_texturepool);
4750 dlight_t *R_Shadow_NewWorldLight(void)
4752 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4755 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)
4758 // validate parameters
4759 if (style < 0 || style >= MAX_LIGHTSTYLES)
4761 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4767 // copy to light properties
4768 VectorCopy(origin, light->origin);
4769 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4770 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4771 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4773 light->color[0] = max(color[0], 0);
4774 light->color[1] = max(color[1], 0);
4775 light->color[2] = max(color[2], 0);
4777 light->color[0] = color[0];
4778 light->color[1] = color[1];
4779 light->color[2] = color[2];
4780 light->radius = max(radius, 0);
4781 light->style = style;
4782 light->shadow = shadowenable;
4783 light->corona = corona;
4784 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4785 light->coronasizescale = coronasizescale;
4786 light->ambientscale = ambientscale;
4787 light->diffusescale = diffusescale;
4788 light->specularscale = specularscale;
4789 light->flags = flags;
4791 // update renderable light data
4792 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4793 R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4796 void R_Shadow_FreeWorldLight(dlight_t *light)
4798 if (r_shadow_selectedlight == light)
4799 r_shadow_selectedlight = NULL;
4800 R_RTLight_Uncompile(&light->rtlight);
4801 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4804 void R_Shadow_ClearWorldLights(void)
4808 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4809 for (lightindex = 0;lightindex < range;lightindex++)
4811 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4813 R_Shadow_FreeWorldLight(light);
4815 r_shadow_selectedlight = NULL;
4816 R_Shadow_FreeCubemaps();
4819 void R_Shadow_SelectLight(dlight_t *light)
4821 if (r_shadow_selectedlight)
4822 r_shadow_selectedlight->selected = false;
4823 r_shadow_selectedlight = light;
4824 if (r_shadow_selectedlight)
4825 r_shadow_selectedlight->selected = true;
4828 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4830 // this is never batched (there can be only one)
4832 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
4833 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4834 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4837 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4842 skinframe_t *skinframe;
4845 // this is never batched (due to the ent parameter changing every time)
4846 // so numsurfaces == 1 and surfacelist[0] == lightnumber
4847 const dlight_t *light = (dlight_t *)ent;
4850 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
4853 VectorScale(light->color, intensity, spritecolor);
4854 if (VectorLength(spritecolor) < 0.1732f)
4855 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4856 if (VectorLength(spritecolor) > 1.0f)
4857 VectorNormalize(spritecolor);
4859 // draw light sprite
4860 if (light->cubemapname[0] && !light->shadow)
4861 skinframe = r_editlights_sprcubemapnoshadowlight;
4862 else if (light->cubemapname[0])
4863 skinframe = r_editlights_sprcubemaplight;
4864 else if (!light->shadow)
4865 skinframe = r_editlights_sprnoshadowlight;
4867 skinframe = r_editlights_sprlight;
4869 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4870 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4872 // draw selection sprite if light is selected
4873 if (light->selected)
4875 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4876 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4877 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4881 void R_Shadow_DrawLightSprites(void)
4885 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4886 for (lightindex = 0;lightindex < range;lightindex++)
4888 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4890 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4892 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4895 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
4900 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
4901 if (lightindex >= range)
4903 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4906 rtlight = &light->rtlight;
4907 //if (!(rtlight->flags & flag))
4909 VectorCopy(rtlight->shadoworigin, origin);
4910 *radius = rtlight->radius;
4911 VectorCopy(rtlight->color, color);
4915 void R_Shadow_SelectLightInView(void)
4917 float bestrating, rating, temp[3];
4921 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4924 for (lightindex = 0;lightindex < range;lightindex++)
4926 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4929 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4930 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4933 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4934 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4936 bestrating = rating;
4941 R_Shadow_SelectLight(best);
4944 void R_Shadow_LoadWorldLights(void)
4946 int n, a, style, shadow, flags;
4947 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4948 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4949 if (cl.worldmodel == NULL)
4951 Con_Print("No map loaded.\n");
4954 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4955 strlcat (name, ".rtlights", sizeof (name));
4956 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4966 for (;COM_Parse(t, true) && strcmp(
4967 if (COM_Parse(t, true))
4969 if (com_token[0] == '!')
4972 origin[0] = atof(com_token+1);
4975 origin[0] = atof(com_token);
4980 while (*s && *s != '\n' && *s != '\r')
4986 // check for modifier flags
4993 #if _MSC_VER >= 1400
4994 #define sscanf sscanf_s
4996 cubemapname[sizeof(cubemapname)-1] = 0;
4997 #if MAX_QPATH != 128
4998 #error update this code if MAX_QPATH changes
5000 a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
5001 #if _MSC_VER >= 1400
5002 , sizeof(cubemapname)
5004 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5007 flags = LIGHTFLAG_REALTIMEMODE;
5015 coronasizescale = 0.25f;
5017 VectorClear(angles);
5020 if (a < 9 || !strcmp(cubemapname, "\"\""))
5022 // remove quotes on cubemapname
5023 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5026 namelen = strlen(cubemapname) - 2;
5027 memmove(cubemapname, cubemapname + 1, namelen);
5028 cubemapname[namelen] = '\0';
5032 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);
5035 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5043 Con_Printf("invalid rtlights file \"%s\"\n", name);
5044 Mem_Free(lightsstring);
5048 void R_Shadow_SaveWorldLights(void)
5052 size_t bufchars, bufmaxchars;
5054 char name[MAX_QPATH];
5055 char line[MAX_INPUTLINE];
5056 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5057 // I hate lines which are 3 times my screen size :( --blub
5060 if (cl.worldmodel == NULL)
5062 Con_Print("No map loaded.\n");
5065 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
5066 strlcat (name, ".rtlights", sizeof (name));
5067 bufchars = bufmaxchars = 0;
5069 for (lightindex = 0;lightindex < range;lightindex++)
5071 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5074 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5075 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
5076 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5077 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
5079 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
5080 if (bufchars + strlen(line) > bufmaxchars)
5082 bufmaxchars = bufchars + strlen(line) + 2048;
5084 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5088 memcpy(buf, oldbuf, bufchars);
5094 memcpy(buf + bufchars, line, strlen(line));
5095 bufchars += strlen(line);
5099 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5104 void R_Shadow_LoadLightsFile(void)
5107 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5108 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5109 if (cl.worldmodel == NULL)
5111 Con_Print("No map loaded.\n");
5114 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
5115 strlcat (name, ".lights", sizeof (name));
5116 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5124 while (*s && *s != '\n' && *s != '\r')
5130 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);
5134 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);
5137 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5138 radius = bound(15, radius, 4096);
5139 VectorScale(color, (2.0f / (8388608.0f)), color);
5140 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5148 Con_Printf("invalid lights file \"%s\"\n", name);
5149 Mem_Free(lightsstring);
5153 // tyrlite/hmap2 light types in the delay field
5154 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5156 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5158 int entnum, style, islight, skin, pflags, effects, type, n;
5161 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5162 char key[256], value[MAX_INPUTLINE];
5164 if (cl.worldmodel == NULL)
5166 Con_Print("No map loaded.\n");
5169 // try to load a .ent file first
5170 FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
5171 strlcat (key, ".ent", sizeof (key));
5172 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5173 // and if that is not found, fall back to the bsp file entity string
5175 data = cl.worldmodel->brush.entities;
5178 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5180 type = LIGHTTYPE_MINUSX;
5181 origin[0] = origin[1] = origin[2] = 0;
5182 originhack[0] = originhack[1] = originhack[2] = 0;
5183 angles[0] = angles[1] = angles[2] = 0;
5184 color[0] = color[1] = color[2] = 1;
5185 light[0] = light[1] = light[2] = 1;light[3] = 300;
5186 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5196 if (!COM_ParseToken_Simple(&data, false, false))
5198 if (com_token[0] == '}')
5199 break; // end of entity
5200 if (com_token[0] == '_')
5201 strlcpy(key, com_token + 1, sizeof(key));
5203 strlcpy(key, com_token, sizeof(key));
5204 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5205 key[strlen(key)-1] = 0;
5206 if (!COM_ParseToken_Simple(&data, false, false))
5208 strlcpy(value, com_token, sizeof(value));
5210 // now that we have the key pair worked out...
5211 if (!strcmp("light", key))
5213 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5217 light[0] = vec[0] * (1.0f / 256.0f);
5218 light[1] = vec[0] * (1.0f / 256.0f);
5219 light[2] = vec[0] * (1.0f / 256.0f);
5225 light[0] = vec[0] * (1.0f / 255.0f);
5226 light[1] = vec[1] * (1.0f / 255.0f);
5227 light[2] = vec[2] * (1.0f / 255.0f);
5231 else if (!strcmp("delay", key))
5233 else if (!strcmp("origin", key))
5234 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5235 else if (!strcmp("angle", key))
5236 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5237 else if (!strcmp("angles", key))
5238 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5239 else if (!strcmp("color", key))
5240 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5241 else if (!strcmp("wait", key))
5242 fadescale = atof(value);
5243 else if (!strcmp("classname", key))
5245 if (!strncmp(value, "light", 5))
5248 if (!strcmp(value, "light_fluoro"))
5253 overridecolor[0] = 1;
5254 overridecolor[1] = 1;
5255 overridecolor[2] = 1;
5257 if (!strcmp(value, "light_fluorospark"))
5262 overridecolor[0] = 1;
5263 overridecolor[1] = 1;
5264 overridecolor[2] = 1;
5266 if (!strcmp(value, "light_globe"))
5271 overridecolor[0] = 1;
5272 overridecolor[1] = 0.8;
5273 overridecolor[2] = 0.4;
5275 if (!strcmp(value, "light_flame_large_yellow"))
5280 overridecolor[0] = 1;
5281 overridecolor[1] = 0.5;
5282 overridecolor[2] = 0.1;
5284 if (!strcmp(value, "light_flame_small_yellow"))
5289 overridecolor[0] = 1;
5290 overridecolor[1] = 0.5;
5291 overridecolor[2] = 0.1;
5293 if (!strcmp(value, "light_torch_small_white"))
5298 overridecolor[0] = 1;
5299 overridecolor[1] = 0.5;
5300 overridecolor[2] = 0.1;
5302 if (!strcmp(value, "light_torch_small_walltorch"))
5307 overridecolor[0] = 1;
5308 overridecolor[1] = 0.5;
5309 overridecolor[2] = 0.1;
5313 else if (!strcmp("style", key))
5314 style = atoi(value);
5315 else if (!strcmp("skin", key))
5316 skin = (int)atof(value);
5317 else if (!strcmp("pflags", key))
5318 pflags = (int)atof(value);
5319 else if (!strcmp("effects", key))
5320 effects = (int)atof(value);
5321 else if (cl.worldmodel->type == mod_brushq3)
5323 if (!strcmp("scale", key))
5324 lightscale = atof(value);
5325 if (!strcmp("fade", key))
5326 fadescale = atof(value);
5331 if (lightscale <= 0)
5335 if (color[0] == color[1] && color[0] == color[2])
5337 color[0] *= overridecolor[0];
5338 color[1] *= overridecolor[1];
5339 color[2] *= overridecolor[2];
5341 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5342 color[0] = color[0] * light[0];
5343 color[1] = color[1] * light[1];
5344 color[2] = color[2] * light[2];
5347 case LIGHTTYPE_MINUSX:
5349 case LIGHTTYPE_RECIPX:
5351 VectorScale(color, (1.0f / 16.0f), color);
5353 case LIGHTTYPE_RECIPXX:
5355 VectorScale(color, (1.0f / 16.0f), color);
5358 case LIGHTTYPE_NONE:
5362 case LIGHTTYPE_MINUSXX:
5365 VectorAdd(origin, originhack, origin);
5367 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);
5370 Mem_Free(entfiledata);
5374 void R_Shadow_SetCursorLocationForView(void)
5377 vec3_t dest, endpos;
5379 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5380 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5381 if (trace.fraction < 1)
5383 dist = trace.fraction * r_editlights_cursordistance.value;
5384 push = r_editlights_cursorpushback.value;
5388 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5389 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5393 VectorClear( endpos );
5395 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5396 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5397 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5400 void R_Shadow_UpdateWorldLightSelection(void)
5402 if (r_editlights.integer)
5404 R_Shadow_SetCursorLocationForView();
5405 R_Shadow_SelectLightInView();
5408 R_Shadow_SelectLight(NULL);
5411 void R_Shadow_EditLights_Clear_f(void)
5413 R_Shadow_ClearWorldLights();
5416 void R_Shadow_EditLights_Reload_f(void)
5420 strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
5421 R_Shadow_ClearWorldLights();
5422 R_Shadow_LoadWorldLights();
5423 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5425 R_Shadow_LoadLightsFile();
5426 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5427 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5431 void R_Shadow_EditLights_Save_f(void)
5435 R_Shadow_SaveWorldLights();
5438 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5440 R_Shadow_ClearWorldLights();
5441 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5444 void R_Shadow_EditLights_ImportLightsFile_f(void)
5446 R_Shadow_ClearWorldLights();
5447 R_Shadow_LoadLightsFile();
5450 void R_Shadow_EditLights_Spawn_f(void)
5453 if (!r_editlights.integer)
5455 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5458 if (Cmd_Argc() != 1)
5460 Con_Print("r_editlights_spawn does not take parameters\n");
5463 color[0] = color[1] = color[2] = 1;
5464 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5467 void R_Shadow_EditLights_Edit_f(void)
5469 vec3_t origin, angles, color;
5470 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5471 int style, shadows, flags, normalmode, realtimemode;
5472 char cubemapname[MAX_INPUTLINE];
5473 if (!r_editlights.integer)
5475 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5478 if (!r_shadow_selectedlight)
5480 Con_Print("No selected light.\n");
5483 VectorCopy(r_shadow_selectedlight->origin, origin);
5484 VectorCopy(r_shadow_selectedlight->angles, angles);
5485 VectorCopy(r_shadow_selectedlight->color, color);
5486 radius = r_shadow_selectedlight->radius;
5487 style = r_shadow_selectedlight->style;
5488 if (r_shadow_selectedlight->cubemapname)
5489 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5492 shadows = r_shadow_selectedlight->shadow;
5493 corona = r_shadow_selectedlight->corona;
5494 coronasizescale = r_shadow_selectedlight->coronasizescale;
5495 ambientscale = r_shadow_selectedlight->ambientscale;
5496 diffusescale = r_shadow_selectedlight->diffusescale;
5497 specularscale = r_shadow_selectedlight->specularscale;
5498 flags = r_shadow_selectedlight->flags;
5499 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5500 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5501 if (!strcmp(Cmd_Argv(1), "origin"))
5503 if (Cmd_Argc() != 5)
5505 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5508 origin[0] = atof(Cmd_Argv(2));
5509 origin[1] = atof(Cmd_Argv(3));
5510 origin[2] = atof(Cmd_Argv(4));
5512 else if (!strcmp(Cmd_Argv(1), "originx"))
5514 if (Cmd_Argc() != 3)
5516 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5519 origin[0] = atof(Cmd_Argv(2));
5521 else if (!strcmp(Cmd_Argv(1), "originy"))
5523 if (Cmd_Argc() != 3)
5525 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5528 origin[1] = atof(Cmd_Argv(2));
5530 else if (!strcmp(Cmd_Argv(1), "originz"))
5532 if (Cmd_Argc() != 3)
5534 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5537 origin[2] = atof(Cmd_Argv(2));
5539 else if (!strcmp(Cmd_Argv(1), "move"))
5541 if (Cmd_Argc() != 5)
5543 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5546 origin[0] += atof(Cmd_Argv(2));
5547 origin[1] += atof(Cmd_Argv(3));
5548 origin[2] += atof(Cmd_Argv(4));
5550 else if (!strcmp(Cmd_Argv(1), "movex"))
5552 if (Cmd_Argc() != 3)
5554 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5557 origin[0] += atof(Cmd_Argv(2));
5559 else if (!strcmp(Cmd_Argv(1), "movey"))
5561 if (Cmd_Argc() != 3)
5563 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5566 origin[1] += atof(Cmd_Argv(2));
5568 else if (!strcmp(Cmd_Argv(1), "movez"))
5570 if (Cmd_Argc() != 3)
5572 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5575 origin[2] += atof(Cmd_Argv(2));
5577 else if (!strcmp(Cmd_Argv(1), "angles"))
5579 if (Cmd_Argc() != 5)
5581 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5584 angles[0] = atof(Cmd_Argv(2));
5585 angles[1] = atof(Cmd_Argv(3));
5586 angles[2] = atof(Cmd_Argv(4));
5588 else if (!strcmp(Cmd_Argv(1), "anglesx"))
5590 if (Cmd_Argc() != 3)
5592 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5595 angles[0] = atof(Cmd_Argv(2));
5597 else if (!strcmp(Cmd_Argv(1), "anglesy"))
5599 if (Cmd_Argc() != 3)
5601 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5604 angles[1] = atof(Cmd_Argv(2));
5606 else if (!strcmp(Cmd_Argv(1), "anglesz"))
5608 if (Cmd_Argc() != 3)
5610 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5613 angles[2] = atof(Cmd_Argv(2));
5615 else if (!strcmp(Cmd_Argv(1), "color"))
5617 if (Cmd_Argc() != 5)
5619 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5622 color[0] = atof(Cmd_Argv(2));
5623 color[1] = atof(Cmd_Argv(3));
5624 color[2] = atof(Cmd_Argv(4));
5626 else if (!strcmp(Cmd_Argv(1), "radius"))
5628 if (Cmd_Argc() != 3)
5630 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5633 radius = atof(Cmd_Argv(2));
5635 else if (!strcmp(Cmd_Argv(1), "colorscale"))
5637 if (Cmd_Argc() == 3)
5639 double scale = atof(Cmd_Argv(2));
5646 if (Cmd_Argc() != 5)
5648 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
5651 color[0] *= atof(Cmd_Argv(2));
5652 color[1] *= atof(Cmd_Argv(3));
5653 color[2] *= atof(Cmd_Argv(4));
5656 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5658 if (Cmd_Argc() != 3)
5660 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5663 radius *= atof(Cmd_Argv(2));
5665 else if (!strcmp(Cmd_Argv(1), "style"))
5667 if (Cmd_Argc() != 3)
5669 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5672 style = atoi(Cmd_Argv(2));
5674 else if (!strcmp(Cmd_Argv(1), "cubemap"))
5678 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5681 if (Cmd_Argc() == 3)
5682 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5686 else if (!strcmp(Cmd_Argv(1), "shadows"))
5688 if (Cmd_Argc() != 3)
5690 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5693 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5695 else if (!strcmp(Cmd_Argv(1), "corona"))
5697 if (Cmd_Argc() != 3)
5699 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5702 corona = atof(Cmd_Argv(2));
5704 else if (!strcmp(Cmd_Argv(1), "coronasize"))
5706 if (Cmd_Argc() != 3)
5708 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5711 coronasizescale = atof(Cmd_Argv(2));
5713 else if (!strcmp(Cmd_Argv(1), "ambient"))
5715 if (Cmd_Argc() != 3)
5717 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5720 ambientscale = atof(Cmd_Argv(2));
5722 else if (!strcmp(Cmd_Argv(1), "diffuse"))
5724 if (Cmd_Argc() != 3)
5726 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5729 diffusescale = atof(Cmd_Argv(2));
5731 else if (!strcmp(Cmd_Argv(1), "specular"))
5733 if (Cmd_Argc() != 3)
5735 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5738 specularscale = atof(Cmd_Argv(2));
5740 else if (!strcmp(Cmd_Argv(1), "normalmode"))
5742 if (Cmd_Argc() != 3)
5744 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5747 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5749 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5751 if (Cmd_Argc() != 3)
5753 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5756 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5760 Con_Print("usage: r_editlights_edit [property] [value]\n");
5761 Con_Print("Selected light's properties:\n");
5762 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5763 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5764 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5765 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
5766 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
5767 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
5768 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5769 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
5770 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
5771 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
5772 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
5773 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
5774 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5775 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5778 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5779 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5782 void R_Shadow_EditLights_EditAll_f(void)
5788 if (!r_editlights.integer)
5790 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5794 // EditLights doesn't seem to have a "remove" command or something so:
5795 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5796 for (lightindex = 0;lightindex < range;lightindex++)
5798 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5801 R_Shadow_SelectLight(light);
5802 R_Shadow_EditLights_Edit_f();
5806 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5808 int lightnumber, lightcount;
5809 size_t lightindex, range;
5813 if (!r_editlights.integer)
5815 x = vid_conwidth.value - 240;
5817 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5820 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5821 for (lightindex = 0;lightindex < range;lightindex++)
5823 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5826 if (light == r_shadow_selectedlight)
5827 lightnumber = lightindex;
5830 dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
5831 dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
5833 if (r_shadow_selectedlight == NULL)
5835 dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5836 dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5837 dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5838 dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5839 dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5840 dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5841 dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5842 dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5843 dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5844 dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5845 dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5846 dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5847 dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5848 dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5849 dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5852 void R_Shadow_EditLights_ToggleShadow_f(void)
5854 if (!r_editlights.integer)
5856 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5859 if (!r_shadow_selectedlight)
5861 Con_Print("No selected light.\n");
5864 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);
5867 void R_Shadow_EditLights_ToggleCorona_f(void)
5869 if (!r_editlights.integer)
5871 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5874 if (!r_shadow_selectedlight)
5876 Con_Print("No selected light.\n");
5879 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);
5882 void R_Shadow_EditLights_Remove_f(void)
5884 if (!r_editlights.integer)
5886 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
5889 if (!r_shadow_selectedlight)
5891 Con_Print("No selected light.\n");
5894 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5895 r_shadow_selectedlight = NULL;
5898 void R_Shadow_EditLights_Help_f(void)
5901 "Documentation on r_editlights system:\n"
5903 "r_editlights : enable/disable editing mode\n"
5904 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5905 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5906 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5907 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5908 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5910 "r_editlights_help : this help\n"
5911 "r_editlights_clear : remove all lights\n"
5912 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5913 "r_editlights_save : save to .rtlights file\n"
5914 "r_editlights_spawn : create a light with default settings\n"
5915 "r_editlights_edit command : edit selected light - more documentation below\n"
5916 "r_editlights_remove : remove selected light\n"
5917 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5918 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5919 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5921 "origin x y z : set light location\n"
5922 "originx x: set x component of light location\n"
5923 "originy y: set y component of light location\n"
5924 "originz z: set z component of light location\n"
5925 "move x y z : adjust light location\n"
5926 "movex x: adjust x component of light location\n"
5927 "movey y: adjust y component of light location\n"
5928 "movez z: adjust z component of light location\n"
5929 "angles x y z : set light angles\n"
5930 "anglesx x: set x component of light angles\n"
5931 "anglesy y: set y component of light angles\n"
5932 "anglesz z: set z component of light angles\n"
5933 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5934 "radius radius : set radius (size) of light\n"
5935 "colorscale grey : multiply color of light (1 does nothing)\n"
5936 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5937 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5938 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5939 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5940 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5941 "shadows 1/0 : turn on/off shadows\n"
5942 "corona n : set corona intensity\n"
5943 "coronasize n : set corona size (0-1)\n"
5944 "ambient n : set ambient intensity (0-1)\n"
5945 "diffuse n : set diffuse intensity (0-1)\n"
5946 "specular n : set specular intensity (0-1)\n"
5947 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
5948 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
5949 "<nothing> : print light properties to console\n"
5953 void R_Shadow_EditLights_CopyInfo_f(void)
5955 if (!r_editlights.integer)
5957 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
5960 if (!r_shadow_selectedlight)
5962 Con_Print("No selected light.\n");
5965 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
5966 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
5967 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
5968 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
5969 if (r_shadow_selectedlight->cubemapname)
5970 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
5972 r_shadow_bufferlight.cubemapname[0] = 0;
5973 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
5974 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
5975 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
5976 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
5977 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
5978 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
5979 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
5982 void R_Shadow_EditLights_PasteInfo_f(void)
5984 if (!r_editlights.integer)
5986 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
5989 if (!r_shadow_selectedlight)
5991 Con_Print("No selected light.\n");
5994 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);
5997 void R_Shadow_EditLights_Init(void)
5999 Cvar_RegisterVariable(&r_editlights);
6000 Cvar_RegisterVariable(&r_editlights_cursordistance);
6001 Cvar_RegisterVariable(&r_editlights_cursorpushback);
6002 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6003 Cvar_RegisterVariable(&r_editlights_cursorgrid);
6004 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6005 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6006 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6007 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)");
6008 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6009 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6010 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6011 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)");
6012 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6013 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6014 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6015 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6016 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6017 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6018 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)");
6024 =============================================================================
6028 =============================================================================
6031 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
6033 VectorClear(diffusecolor);
6034 VectorClear(diffusenormal);
6036 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6038 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient * (2.0f / 128.0f);
6039 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
6042 VectorSet(ambientcolor, 1, 1, 1);
6049 for (i = 0;i < r_refdef.scene.numlights;i++)
6051 light = r_refdef.scene.lights[i];
6052 Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
6053 f = 1 - VectorLength2(v);
6054 if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
6055 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);