3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadowstage_e
148 R_SHADOWSTAGE_STENCIL,
149 R_SHADOWSTAGE_STENCILTWOSIDE,
150 R_SHADOWSTAGE_LIGHT_VERTEX,
151 R_SHADOWSTAGE_LIGHT_DOT3,
152 R_SHADOWSTAGE_LIGHT_GLSL,
153 R_SHADOWSTAGE_VISIBLEVOLUMES,
154 R_SHADOWSTAGE_VISIBLELIGHTING,
158 r_shadowstage_t r_shadowstage = R_SHADOWSTAGE_NONE;
160 mempool_t *r_shadow_mempool;
162 int maxshadowelements;
176 int r_shadow_buffer_numleafpvsbytes;
177 qbyte *r_shadow_buffer_leafpvs;
178 int *r_shadow_buffer_leaflist;
180 int r_shadow_buffer_numsurfacepvsbytes;
181 qbyte *r_shadow_buffer_surfacepvs;
182 int *r_shadow_buffer_surfacelist;
184 rtexturepool_t *r_shadow_texturepool;
185 rtexture_t *r_shadow_attenuation2dtexture;
186 rtexture_t *r_shadow_attenuation3dtexture;
188 // lights are reloaded when this changes
189 char r_shadow_mapname[MAX_QPATH];
191 // used only for light filters (cubemaps)
192 rtexturepool_t *r_shadow_filters_texturepool;
194 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
195 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
196 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
197 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"};
198 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
199 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
200 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
201 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
202 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
203 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
204 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
205 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
206 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1"};
207 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0"};
208 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
209 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
210 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
211 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
212 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
213 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
214 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
215 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
216 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
217 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
218 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
219 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
220 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
221 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
222 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0"};
223 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"};
224 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"};
225 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0"};
226 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"};
227 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
228 cvar_t r_editlights = {0, "r_editlights", "0"};
229 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
230 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"};
231 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"};
232 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"};
233 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
235 float r_shadow_attenpower, r_shadow_attenscale;
237 rtlight_t *r_shadow_compilingrtlight;
238 dlight_t *r_shadow_worldlightchain;
239 dlight_t *r_shadow_selectedlight;
240 dlight_t r_shadow_bufferlight;
241 vec3_t r_editlights_cursorlocation;
243 rtexture_t *lighttextures[5];
245 extern int con_vislines;
247 typedef struct cubemapinfo_s
254 #define MAX_CUBEMAPS 256
255 static int numcubemaps;
256 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
258 #define SHADERPERMUTATION_SPECULAR (1<<0)
259 #define SHADERPERMUTATION_FOG (1<<1)
260 #define SHADERPERMUTATION_CUBEFILTER (1<<2)
261 #define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
262 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<4)
263 #define SHADERPERMUTATION_GEFORCEFX (1<<5)
264 #define SHADERPERMUTATION_COUNT (1<<6)
266 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
268 void R_Shadow_UncompileWorldLights(void);
269 void R_Shadow_ClearWorldLights(void);
270 void R_Shadow_SaveWorldLights(void);
271 void R_Shadow_LoadWorldLights(void);
272 void R_Shadow_LoadLightsFile(void);
273 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
274 void R_Shadow_EditLights_Reload_f(void);
275 void R_Shadow_ValidateCvars(void);
276 static void R_Shadow_MakeTextures(void);
277 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
279 const char *builtinshader_light_vert =
280 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
281 "// written by Forest 'LordHavoc' Hale\n"
283 "uniform vec3 LightPosition;\n"
285 "varying vec2 TexCoord;\n"
286 "varying vec3 CubeVector;\n"
287 "varying vec3 LightVector;\n"
289 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
290 "uniform vec3 EyePosition;\n"
291 "varying vec3 EyeVector;\n"
294 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
298 " // copy the surface texcoord\n"
299 " TexCoord = gl_MultiTexCoord0.st;\n"
301 " // transform vertex position into light attenuation/cubemap space\n"
302 " // (-1 to +1 across the light box)\n"
303 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
305 " // transform unnormalized light direction into tangent space\n"
306 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
307 " // normalize it per pixel)\n"
308 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
309 " LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
310 " LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
311 " LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
313 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
314 " // transform unnormalized eye direction into tangent space\n"
315 " vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
316 " EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
317 " EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
318 " EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
321 " // transform vertex to camera space, using ftransform to match non-VS\n"
323 " gl_Position = ftransform();\n"
327 const char *builtinshader_light_frag =
328 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
329 "// written by Forest 'LordHavoc' Hale\n"
331 "// use half floats on GEFORCEFX for math performance, otherwise don't\n"
332 "#ifndef GEFORCEFX\n"
333 "#define half float\n"
334 "#define hvec2 vec2\n"
335 "#define hvec3 vec3\n"
336 "#define hvec4 vec4\n"
339 "uniform hvec3 LightColor;\n"
340 "#ifdef USEOFFSETMAPPING\n"
341 "uniform half OffsetMapping_Scale;\n"
342 "uniform half OffsetMapping_Bias;\n"
344 "#ifdef USESPECULAR\n"
345 "uniform half SpecularPower;\n"
348 "uniform half FogRangeRecip;\n"
350 "uniform half AmbientScale;\n"
351 "uniform half DiffuseScale;\n"
352 "#ifdef USESPECULAR\n"
353 "uniform half SpecularScale;\n"
356 "uniform sampler2D Texture_Normal;\n"
357 "uniform sampler2D Texture_Color;\n"
358 "#ifdef USESPECULAR\n"
359 "uniform sampler2D Texture_Gloss;\n"
361 "#ifdef USECUBEFILTER\n"
362 "uniform samplerCube Texture_Cube;\n"
365 "uniform sampler2D Texture_FogMask;\n"
368 "varying vec2 TexCoord;\n"
369 "varying vec3 CubeVector;\n"
370 "varying vec3 LightVector;\n"
371 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
372 "varying vec3 EyeVector;\n"
379 " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
380 " // center and sharp falloff at the edge, this is about the most efficient\n"
381 " // we can get away with as far as providing illumination.\n"
383 " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
384 " // provide significant illumination, large = slow = pain.\n"
385 " half colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
389 " colorscale *= texture2D(Texture_FogMask, hvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
392 "#ifdef USEOFFSETMAPPING\n"
393 " // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
394 " hvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
395 " hvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
396 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
397 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
398 "#define TexCoord TexCoordOffset\n"
401 " // get the surface normal\n"
402 "#ifdef SURFACENORMALIZE\n"
403 " hvec3 surfacenormal = normalize(hvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
405 " hvec3 surfacenormal = -1.0 + 2.0 * hvec3(texture2D(Texture_Normal, TexCoord));\n"
408 " // calculate shading\n"
409 " hvec3 diffusenormal = hvec3(normalize(LightVector));\n"
410 " hvec3 color = hvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
411 "#ifdef USESPECULAR\n"
412 " hvec3 specularnormal = hvec3(normalize(diffusenormal + hvec3(normalize(EyeVector))));\n"
413 " color += hvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
416 "#ifdef USECUBEFILTER\n"
417 " // apply light cubemap filter\n"
418 " color *= hvec3(textureCube(Texture_Cube, CubeVector));\n"
421 " // calculate fragment color (apply light color and attenuation/fog scaling)\n"
422 " gl_FragColor = hvec4(color * LightColor * colorscale, 1);\n"
426 void r_shadow_start(void)
429 // use half float math where available (speed gain on NVIDIA GFFX and GF6)
430 if (gl_support_half_float)
431 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
432 // allocate vertex processing arrays
434 r_shadow_attenuation2dtexture = NULL;
435 r_shadow_attenuation3dtexture = NULL;
436 r_shadow_texturepool = NULL;
437 r_shadow_filters_texturepool = NULL;
438 R_Shadow_ValidateCvars();
439 R_Shadow_MakeTextures();
440 maxshadowelements = 0;
441 shadowelements = NULL;
449 shadowmarklist = NULL;
451 r_shadow_buffer_numleafpvsbytes = 0;
452 r_shadow_buffer_leafpvs = NULL;
453 r_shadow_buffer_leaflist = NULL;
454 r_shadow_buffer_numsurfacepvsbytes = 0;
455 r_shadow_buffer_surfacepvs = NULL;
456 r_shadow_buffer_surfacelist = NULL;
457 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
458 r_shadow_program_light[i] = 0;
459 if (gl_support_fragment_shader)
461 char *vertstring, *fragstring;
462 int vertstrings_count;
463 int fragstrings_count;
464 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
465 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
466 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false);
467 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false);
468 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
470 vertstrings_count = 0;
471 fragstrings_count = 0;
472 if (i & SHADERPERMUTATION_SPECULAR)
474 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
475 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
477 if (i & SHADERPERMUTATION_FOG)
479 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
480 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
482 if (i & SHADERPERMUTATION_CUBEFILTER)
484 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
485 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
487 if (i & SHADERPERMUTATION_OFFSETMAPPING)
489 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
490 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
492 if (i & SHADERPERMUTATION_SURFACENORMALIZE)
494 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
495 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
497 if (i & SHADERPERMUTATION_GEFORCEFX)
499 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
500 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
502 vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
503 fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
504 r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
505 if (!r_shadow_program_light[i])
507 Con_Printf("permutation %s %s %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", i & 16 ? "surfacenormalize" : "", i & 32 ? "geforcefx" : "", "glsl/light");
510 qglUseProgramObjectARB(r_shadow_program_light[i]);
511 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
512 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
513 if (i & SHADERPERMUTATION_SPECULAR)
515 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
517 if (i & SHADERPERMUTATION_CUBEFILTER)
519 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
521 if (i & SHADERPERMUTATION_FOG)
523 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
526 qglUseProgramObjectARB(0);
528 Mem_Free(fragstring);
530 Mem_Free(vertstring);
534 void r_shadow_shutdown(void)
537 R_Shadow_UncompileWorldLights();
538 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
540 if (r_shadow_program_light[i])
542 GL_Backend_FreeProgram(r_shadow_program_light[i]);
543 r_shadow_program_light[i] = 0;
547 r_shadow_attenuation2dtexture = NULL;
548 r_shadow_attenuation3dtexture = NULL;
549 R_FreeTexturePool(&r_shadow_texturepool);
550 R_FreeTexturePool(&r_shadow_filters_texturepool);
551 maxshadowelements = 0;
553 Mem_Free(shadowelements);
554 shadowelements = NULL;
557 Mem_Free(vertexupdate);
560 Mem_Free(vertexremap);
566 Mem_Free(shadowmark);
569 Mem_Free(shadowmarklist);
570 shadowmarklist = NULL;
572 r_shadow_buffer_numleafpvsbytes = 0;
573 if (r_shadow_buffer_leafpvs)
574 Mem_Free(r_shadow_buffer_leafpvs);
575 r_shadow_buffer_leafpvs = NULL;
576 if (r_shadow_buffer_leaflist)
577 Mem_Free(r_shadow_buffer_leaflist);
578 r_shadow_buffer_leaflist = NULL;
579 r_shadow_buffer_numsurfacepvsbytes = 0;
580 if (r_shadow_buffer_surfacepvs)
581 Mem_Free(r_shadow_buffer_surfacepvs);
582 r_shadow_buffer_surfacepvs = NULL;
583 if (r_shadow_buffer_surfacelist)
584 Mem_Free(r_shadow_buffer_surfacelist);
585 r_shadow_buffer_surfacelist = NULL;
588 void r_shadow_newmap(void)
592 void R_Shadow_Help_f(void)
595 "Documentation on r_shadow system:\n"
597 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
598 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
599 "r_shadow_debuglight : render only this light number (-1 = all)\n"
600 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
601 "r_shadow_gloss2intensity : brightness of forced gloss\n"
602 "r_shadow_glossintensity : brightness of textured gloss\n"
603 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
604 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
605 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
606 "r_shadow_portallight : use portal visibility for static light precomputation\n"
607 "r_shadow_projectdistance : shadow volume projection distance\n"
608 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
609 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
610 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
611 "r_shadow_realtime_world : use high quality world lighting mode\n"
612 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
613 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
614 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
615 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
616 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
617 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
618 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
619 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
620 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
621 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
622 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
623 "r_shadow_scissor : use scissor optimization\n"
624 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
625 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
626 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
627 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
628 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
629 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
631 "r_shadow_help : this help\n"
635 void R_Shadow_Init(void)
637 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
638 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
639 Cvar_RegisterVariable(&r_shadow_debuglight);
640 Cvar_RegisterVariable(&r_shadow_gloss);
641 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
642 Cvar_RegisterVariable(&r_shadow_glossintensity);
643 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
644 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
645 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
646 Cvar_RegisterVariable(&r_shadow_portallight);
647 Cvar_RegisterVariable(&r_shadow_projectdistance);
648 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
649 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
650 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
651 Cvar_RegisterVariable(&r_shadow_realtime_world);
652 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
653 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
654 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
655 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
656 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
657 Cvar_RegisterVariable(&r_shadow_scissor);
658 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
659 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
660 Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
661 Cvar_RegisterVariable(&r_shadow_texture3d);
662 Cvar_RegisterVariable(&r_shadow_visiblelighting);
663 Cvar_RegisterVariable(&r_shadow_visiblevolumes);
664 Cvar_RegisterVariable(&r_shadow_glsl);
665 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
666 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
667 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
668 Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
669 Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
670 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
671 if (gamemode == GAME_TENEBRAE)
673 Cvar_SetValue("r_shadow_gloss", 2);
674 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
676 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
677 R_Shadow_EditLights_Init();
678 r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
679 r_shadow_worldlightchain = NULL;
680 maxshadowelements = 0;
681 shadowelements = NULL;
689 shadowmarklist = NULL;
691 r_shadow_buffer_numleafpvsbytes = 0;
692 r_shadow_buffer_leafpvs = NULL;
693 r_shadow_buffer_leaflist = NULL;
694 r_shadow_buffer_numsurfacepvsbytes = 0;
695 r_shadow_buffer_surfacepvs = NULL;
696 r_shadow_buffer_surfacelist = NULL;
697 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
700 matrix4x4_t matrix_attenuationxyz =
703 {0.5, 0.0, 0.0, 0.5},
704 {0.0, 0.5, 0.0, 0.5},
705 {0.0, 0.0, 0.5, 0.5},
710 matrix4x4_t matrix_attenuationz =
713 {0.0, 0.0, 0.5, 0.5},
714 {0.0, 0.0, 0.0, 0.5},
715 {0.0, 0.0, 0.0, 0.5},
720 int *R_Shadow_ResizeShadowElements(int numtris)
722 // make sure shadowelements is big enough for this volume
723 if (maxshadowelements < numtris * 24)
725 maxshadowelements = numtris * 24;
727 Mem_Free(shadowelements);
728 shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
730 return shadowelements;
733 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
735 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
736 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
737 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
739 if (r_shadow_buffer_leafpvs)
740 Mem_Free(r_shadow_buffer_leafpvs);
741 if (r_shadow_buffer_leaflist)
742 Mem_Free(r_shadow_buffer_leaflist);
743 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
744 r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
745 r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
747 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
749 if (r_shadow_buffer_surfacepvs)
750 Mem_Free(r_shadow_buffer_surfacepvs);
751 if (r_shadow_buffer_surfacelist)
752 Mem_Free(r_shadow_buffer_surfacelist);
753 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
754 r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
755 r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
759 void R_Shadow_PrepareShadowMark(int numtris)
761 // make sure shadowmark is big enough for this volume
762 if (maxshadowmark < numtris)
764 maxshadowmark = numtris;
766 Mem_Free(shadowmark);
768 Mem_Free(shadowmarklist);
769 shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
770 shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
774 // if shadowmarkcount wrapped we clear the array and adjust accordingly
775 if (shadowmarkcount == 0)
778 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
783 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
786 int outtriangles = 0, outvertices = 0;
790 if (maxvertexupdate < innumvertices)
792 maxvertexupdate = innumvertices;
794 Mem_Free(vertexupdate);
796 Mem_Free(vertexremap);
797 vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
798 vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
802 if (vertexupdatenum == 0)
805 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
806 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
809 for (i = 0;i < numshadowmarktris;i++)
810 shadowmark[shadowmarktris[i]] = shadowmarkcount;
812 for (i = 0;i < numshadowmarktris;i++)
814 element = inelement3i + shadowmarktris[i] * 3;
815 // make sure the vertices are created
816 for (j = 0;j < 3;j++)
818 if (vertexupdate[element[j]] != vertexupdatenum)
820 float ratio, direction[3];
821 vertexupdate[element[j]] = vertexupdatenum;
822 vertexremap[element[j]] = outvertices;
823 vertex = invertex3f + element[j] * 3;
824 // project one copy of the vertex to the sphere radius of the light
825 // (FIXME: would projecting it to the light box be better?)
826 VectorSubtract(vertex, projectorigin, direction);
827 ratio = projectdistance / VectorLength(direction);
828 VectorCopy(vertex, outvertex3f);
829 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
836 for (i = 0;i < numshadowmarktris;i++)
838 int remappedelement[3];
840 const int *neighbortriangle;
842 markindex = shadowmarktris[i] * 3;
843 element = inelement3i + markindex;
844 neighbortriangle = inneighbor3i + markindex;
845 // output the front and back triangles
846 outelement3i[0] = vertexremap[element[0]];
847 outelement3i[1] = vertexremap[element[1]];
848 outelement3i[2] = vertexremap[element[2]];
849 outelement3i[3] = vertexremap[element[2]] + 1;
850 outelement3i[4] = vertexremap[element[1]] + 1;
851 outelement3i[5] = vertexremap[element[0]] + 1;
855 // output the sides (facing outward from this triangle)
856 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
858 remappedelement[0] = vertexremap[element[0]];
859 remappedelement[1] = vertexremap[element[1]];
860 outelement3i[0] = remappedelement[1];
861 outelement3i[1] = remappedelement[0];
862 outelement3i[2] = remappedelement[0] + 1;
863 outelement3i[3] = remappedelement[1];
864 outelement3i[4] = remappedelement[0] + 1;
865 outelement3i[5] = remappedelement[1] + 1;
870 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
872 remappedelement[1] = vertexremap[element[1]];
873 remappedelement[2] = vertexremap[element[2]];
874 outelement3i[0] = remappedelement[2];
875 outelement3i[1] = remappedelement[1];
876 outelement3i[2] = remappedelement[1] + 1;
877 outelement3i[3] = remappedelement[2];
878 outelement3i[4] = remappedelement[1] + 1;
879 outelement3i[5] = remappedelement[2] + 1;
884 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
886 remappedelement[0] = vertexremap[element[0]];
887 remappedelement[2] = vertexremap[element[2]];
888 outelement3i[0] = remappedelement[0];
889 outelement3i[1] = remappedelement[2];
890 outelement3i[2] = remappedelement[2] + 1;
891 outelement3i[3] = remappedelement[0];
892 outelement3i[4] = remappedelement[2] + 1;
893 outelement3i[5] = remappedelement[0] + 1;
900 *outnumvertices = outvertices;
904 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
907 if (projectdistance < 0.1)
909 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
912 if (!numverts || !nummarktris)
914 // make sure shadowelements is big enough for this volume
915 if (maxshadowelements < nummarktris * 24)
916 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
917 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
918 R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
921 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
926 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
928 tend = firsttriangle + numtris;
929 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
930 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
931 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
933 // surface box entirely inside light box, no box cull
934 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
935 if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
936 shadowmarklist[numshadowmark++] = t;
940 // surface box not entirely inside light box, cull each triangle
941 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
943 v[0] = invertex3f + e[0] * 3;
944 v[1] = invertex3f + e[1] * 3;
945 v[2] = invertex3f + e[2] * 3;
946 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
947 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
948 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
949 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
950 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
951 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
952 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
953 shadowmarklist[numshadowmark++] = t;
958 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
961 if (r_shadow_compilingrtlight)
963 // if we're compiling an rtlight, capture the mesh
964 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
967 memset(&m, 0, sizeof(m));
968 m.pointer_vertex = vertex3f;
970 GL_LockArrays(0, numvertices);
971 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
973 // decrement stencil if backface is behind depthbuffer
974 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
975 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
976 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
978 c_rt_shadowtris += numtriangles;
979 // increment stencil if frontface is behind depthbuffer
980 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
981 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
983 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
985 c_rt_shadowtris += numtriangles;
989 static void R_Shadow_MakeTextures(void)
992 float v[3], intensity;
994 R_FreeTexturePool(&r_shadow_texturepool);
995 r_shadow_texturepool = R_AllocTexturePool();
996 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
997 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
998 #define ATTEN2DSIZE 64
999 #define ATTEN3DSIZE 32
1000 data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1001 for (y = 0;y < ATTEN2DSIZE;y++)
1003 for (x = 0;x < ATTEN2DSIZE;x++)
1005 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1006 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1008 intensity = 1.0f - sqrt(DotProduct(v, v));
1010 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1011 d = bound(0, intensity, 255);
1012 data[(y*ATTEN2DSIZE+x)*4+0] = d;
1013 data[(y*ATTEN2DSIZE+x)*4+1] = d;
1014 data[(y*ATTEN2DSIZE+x)*4+2] = d;
1015 data[(y*ATTEN2DSIZE+x)*4+3] = d;
1018 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1019 if (r_shadow_texture3d.integer)
1021 for (z = 0;z < ATTEN3DSIZE;z++)
1023 for (y = 0;y < ATTEN3DSIZE;y++)
1025 for (x = 0;x < ATTEN3DSIZE;x++)
1027 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1028 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1029 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1030 intensity = 1.0f - sqrt(DotProduct(v, v));
1032 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1033 d = bound(0, intensity, 255);
1034 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1035 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1036 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1037 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1041 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1046 void R_Shadow_ValidateCvars(void)
1048 if (r_shadow_texture3d.integer && !gl_texture3d)
1049 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1050 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1051 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1054 // light currently being rendered
1055 rtlight_t *r_shadow_rtlight;
1056 // light filter cubemap being used by the light
1057 static rtexture_t *r_shadow_lightcubemap;
1059 // this is the location of the eye in entity space
1060 static vec3_t r_shadow_entityeyeorigin;
1061 // this is the location of the light in entity space
1062 static vec3_t r_shadow_entitylightorigin;
1063 // this transforms entity coordinates to light filter cubemap coordinates
1064 // (also often used for other purposes)
1065 static matrix4x4_t r_shadow_entitytolight;
1066 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1067 // of attenuation texturing in full 3D (Z result often ignored)
1068 static matrix4x4_t r_shadow_entitytoattenuationxyz;
1069 // this transforms only the Z to S, and T is always 0.5
1070 static matrix4x4_t r_shadow_entitytoattenuationz;
1071 // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
1072 static vec3_t r_shadow_entitylightcolor;
1074 static int r_shadow_lightpermutation;
1075 static int r_shadow_lightprog;
1077 void R_Shadow_Stage_Begin(void)
1081 R_Shadow_ValidateCvars();
1083 if (!r_shadow_attenuation2dtexture
1084 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1085 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1086 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1087 R_Shadow_MakeTextures();
1089 memset(&m, 0, sizeof(m));
1090 GL_BlendFunc(GL_ONE, GL_ZERO);
1091 GL_DepthMask(false);
1094 GL_Color(0, 0, 0, 1);
1095 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1096 qglEnable(GL_CULL_FACE);
1097 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1098 r_shadowstage = R_SHADOWSTAGE_NONE;
1101 void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight)
1103 r_shadow_rtlight = rtlight;
1106 void R_Shadow_Stage_Reset(void)
1109 if (gl_support_stenciltwoside)
1110 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1111 if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1113 qglUseProgramObjectARB(0);
1114 // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers
1115 qglBegin(GL_TRIANGLES);
1119 memset(&m, 0, sizeof(m));
1123 void R_Shadow_Stage_StencilShadowVolumes(void)
1125 R_Shadow_Stage_Reset();
1126 GL_Color(1, 1, 1, 1);
1127 GL_ColorMask(0, 0, 0, 0);
1128 GL_BlendFunc(GL_ONE, GL_ZERO);
1129 GL_DepthMask(false);
1131 qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1132 //if (r_shadow_shadow_polygonoffset.value != 0)
1134 // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1135 // qglEnable(GL_POLYGON_OFFSET_FILL);
1138 // qglDisable(GL_POLYGON_OFFSET_FILL);
1139 qglDepthFunc(GL_LESS);
1140 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1141 qglEnable(GL_STENCIL_TEST);
1142 qglStencilFunc(GL_ALWAYS, 128, ~0);
1143 if (gl_ext_stenciltwoside.integer)
1145 r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
1146 qglDisable(GL_CULL_FACE);
1147 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1148 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1150 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1151 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1153 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1157 r_shadowstage = R_SHADOWSTAGE_STENCIL;
1158 qglEnable(GL_CULL_FACE);
1160 // this is changed by every shadow render so its value here is unimportant
1161 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1163 GL_Clear(GL_STENCIL_BUFFER_BIT);
1167 void R_Shadow_Stage_Lighting(int stenciltest)
1170 R_Shadow_Stage_Reset();
1171 GL_BlendFunc(GL_ONE, GL_ONE);
1172 GL_DepthMask(false);
1174 qglPolygonOffset(0, 0);
1175 //qglDisable(GL_POLYGON_OFFSET_FILL);
1176 GL_Color(1, 1, 1, 1);
1177 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1178 qglDepthFunc(GL_EQUAL);
1179 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1180 qglEnable(GL_CULL_FACE);
1181 if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE)
1182 qglEnable(GL_STENCIL_TEST);
1184 qglDisable(GL_STENCIL_TEST);
1186 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1187 // only draw light where this geometry was already rendered AND the
1188 // stencil is 128 (values other than this mean shadow)
1189 qglStencilFunc(GL_EQUAL, 128, ~0);
1190 if (r_shadow_glsl.integer && r_shadow_program_light[0])
1192 r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL;
1193 memset(&m, 0, sizeof(m));
1194 m.pointer_vertex = varray_vertex3f;
1195 m.pointer_texcoord[0] = varray_texcoord2f[0];
1196 m.pointer_texcoord3f[1] = varray_svector3f;
1197 m.pointer_texcoord3f[2] = varray_tvector3f;
1198 m.pointer_texcoord3f[3] = varray_normal3f;
1199 m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal
1200 m.tex[1] = R_GetTexture(r_texture_white); // diffuse
1201 m.tex[2] = R_GetTexture(r_texture_white); // gloss
1202 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
1203 // TODO: support fog (after renderer is converted to texture fog)
1204 m.tex[4] = R_GetTexture(r_texture_white); // fog
1205 //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
1207 GL_BlendFunc(GL_ONE, GL_ONE);
1208 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1210 r_shadow_lightpermutation = 0;
1211 // only add a feature to the permutation if that permutation exists
1212 // (otherwise it might end up not using a shader at all, which looks
1213 // worse than using less features)
1214 if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1215 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1216 //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1217 // r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1218 if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1219 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1220 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1221 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1222 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1223 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1224 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1225 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1226 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1227 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1228 // TODO: support fog (after renderer is converted to texture fog)
1229 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1231 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR
1233 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1234 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1235 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1237 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1238 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
1240 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1241 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
1242 //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1244 // qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
1246 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1248 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1249 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1252 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1253 r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
1255 r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
1258 void R_Shadow_Stage_VisibleShadowVolumes(void)
1260 R_Shadow_Stage_Reset();
1261 GL_BlendFunc(GL_ONE, GL_ONE);
1262 GL_DepthMask(false);
1263 GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1264 qglPolygonOffset(0, 0);
1265 GL_Color(0.0, 0.0125, 0.1, 1);
1266 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1267 qglDepthFunc(GL_GEQUAL);
1268 qglCullFace(GL_FRONT); // this culls back
1269 qglDisable(GL_CULL_FACE);
1270 qglDisable(GL_STENCIL_TEST);
1271 r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES;
1274 void R_Shadow_Stage_VisibleLighting(int stenciltest)
1276 R_Shadow_Stage_Reset();
1277 GL_BlendFunc(GL_ONE, GL_ONE);
1278 GL_DepthMask(false);
1279 GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1280 qglPolygonOffset(0, 0);
1281 GL_Color(0.1, 0.0125, 0, 1);
1282 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1283 qglDepthFunc(GL_EQUAL);
1284 qglCullFace(GL_FRONT); // this culls back
1285 qglEnable(GL_CULL_FACE);
1287 qglEnable(GL_STENCIL_TEST);
1289 qglDisable(GL_STENCIL_TEST);
1290 r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING;
1293 void R_Shadow_Stage_End(void)
1295 R_Shadow_Stage_Reset();
1296 R_Shadow_Stage_ActiveLight(NULL);
1297 GL_BlendFunc(GL_ONE, GL_ZERO);
1300 qglPolygonOffset(0, 0);
1301 //qglDisable(GL_POLYGON_OFFSET_FILL);
1302 GL_Color(1, 1, 1, 1);
1303 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1304 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1305 qglDepthFunc(GL_LEQUAL);
1306 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1307 qglDisable(GL_STENCIL_TEST);
1308 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1309 if (gl_support_stenciltwoside)
1310 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1312 qglStencilFunc(GL_ALWAYS, 128, ~0);
1313 r_shadowstage = R_SHADOWSTAGE_NONE;
1316 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1318 int i, ix1, iy1, ix2, iy2;
1319 float x1, y1, x2, y2;
1322 mplane_t planes[11];
1323 float vertex3f[256*3];
1325 // if view is inside the light box, just say yes it's visible
1326 if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1328 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1332 // create a temporary brush describing the area the light can affect in worldspace
1333 VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1334 VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1335 VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1336 VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1337 VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1338 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1339 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1340 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1341 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1342 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1343 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1345 // turn the brush into a mesh
1346 memset(&mesh, 0, sizeof(rmesh_t));
1347 mesh.maxvertices = 256;
1348 mesh.vertex3f = vertex3f;
1349 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1350 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1352 // if that mesh is empty, the light is not visible at all
1353 if (!mesh.numvertices)
1356 if (!r_shadow_scissor.integer)
1359 // if that mesh is not empty, check what area of the screen it covers
1360 x1 = y1 = x2 = y2 = 0;
1362 for (i = 0;i < mesh.numvertices;i++)
1364 VectorCopy(mesh.vertex3f + i * 3, v);
1365 GL_TransformToScreen(v, v2);
1366 //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]);
1369 if (x1 > v2[0]) x1 = v2[0];
1370 if (x2 < v2[0]) x2 = v2[0];
1371 if (y1 > v2[1]) y1 = v2[1];
1372 if (y2 < v2[1]) y2 = v2[1];
1381 // now convert the scissor rectangle to integer screen coordinates
1386 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1388 // clamp it to the screen
1389 if (ix1 < r_view_x) ix1 = r_view_x;
1390 if (iy1 < r_view_y) iy1 = r_view_y;
1391 if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1392 if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1394 // if it is inside out, it's not visible
1395 if (ix2 <= ix1 || iy2 <= iy1)
1398 // the light area is visible, set up the scissor rectangle
1399 GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1400 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1401 //qglEnable(GL_SCISSOR_TEST);
1406 static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
1408 float *color4f = varray_color4f;
1409 float dist, dot, intensity, v[3], n[3];
1410 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1412 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1413 if ((dist = DotProduct(v, v)) < 1)
1415 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1416 if ((dot = DotProduct(n, v)) > 0)
1419 intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1420 intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1421 VectorScale(lightcolor, intensity, color4f);
1426 VectorClear(color4f);
1432 VectorClear(color4f);
1438 static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
1440 float *color4f = varray_color4f;
1441 float dist, dot, intensity, v[3], n[3];
1442 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1444 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1445 if ((dist = fabs(v[2])) < 1)
1447 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1448 if ((dot = DotProduct(n, v)) > 0)
1450 intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1451 intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1452 VectorScale(lightcolor, intensity, color4f);
1457 VectorClear(color4f);
1463 VectorClear(color4f);
1469 static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
1471 float *color4f = varray_color4f;
1472 float dot, intensity, v[3], n[3];
1473 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1475 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1476 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1477 if ((dot = DotProduct(n, v)) > 0)
1479 intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1480 VectorScale(lightcolor, intensity, color4f);
1485 VectorClear(color4f);
1491 static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
1493 float *color4f = varray_color4f;
1494 float dist, intensity, v[3];
1495 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1497 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1498 if ((dist = DotProduct(v, v)) < 1)
1501 intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1502 VectorScale(lightcolor, intensity, color4f);
1507 VectorClear(color4f);
1513 static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
1515 float *color4f = varray_color4f;
1516 float dist, intensity, v[3];
1517 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
1519 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1520 if ((dist = fabs(v[2])) < 1)
1522 intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1523 VectorScale(lightcolor, intensity, color4f);
1528 VectorClear(color4f);
1534 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1535 #define USETEXMATRIX
1537 #ifndef USETEXMATRIX
1538 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1539 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1540 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1544 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1545 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1546 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1553 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1557 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1558 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1566 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1570 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1572 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1573 // the cubemap normalizes this for us
1574 out3f[0] = DotProduct(svector3f, lightdir);
1575 out3f[1] = DotProduct(tvector3f, lightdir);
1576 out3f[2] = DotProduct(normal3f, lightdir);
1580 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1583 float lightdir[3], eyedir[3], halfdir[3];
1584 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1586 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1587 VectorNormalize(lightdir);
1588 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1589 VectorNormalize(eyedir);
1590 VectorAdd(lightdir, eyedir, halfdir);
1591 // the cubemap normalizes this for us
1592 out3f[0] = DotProduct(svector3f, halfdir);
1593 out3f[1] = DotProduct(tvector3f, halfdir);
1594 out3f[2] = DotProduct(normal3f, halfdir);
1598 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture)
1601 float color[3], color2[3], colorscale, specularscale;
1603 // FIXME: support MATERIALFLAG_NODEPTHTEST
1604 if (r_shadowstage == R_SHADOWSTAGE_VISIBLELIGHTING)
1607 if (r_shadow_glsl.integer && r_shadow_program_light[0])
1609 // GLSL shader path (GFFX5200, Radeon 9500)
1610 // TODO: add direct pants/shirt rendering
1611 if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
1612 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
1613 if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
1614 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
1617 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1619 // TODO: add direct pants/shirt rendering
1620 if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
1621 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
1622 if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
1623 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
1624 if (r_shadow_rtlight->ambientscale)
1626 colorscale = r_shadow_rtlight->ambientscale;
1627 if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1630 else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1633 else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1636 else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1641 VectorScale(lightcolorbase, colorscale, color2);
1642 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1645 if (r_shadow_rtlight->diffusescale)
1647 colorscale = r_shadow_rtlight->diffusescale;
1648 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1650 // 3/2 3D combine path (Geforce3, Radeon 8500)
1653 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
1655 // 1/2/2 3D combine path (original Radeon)
1658 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
1660 // 2/2 3D combine path (original Radeon)
1663 else if (r_textureunits.integer >= 4)
1665 // 4/2 2D combine path (Geforce3, Radeon 8500)
1670 // 2/2/2 2D combine path (any dot3 card)
1673 VectorScale(lightcolorbase, colorscale, color2);
1674 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1677 if (specularscale && glosstexture != r_texture_black)
1679 //if (gl_support_blendsquare)
1681 colorscale = specularscale;
1682 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1684 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1688 VectorScale(lightcolorbase, colorscale, color2);
1689 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1696 // TODO: add direct pants/shirt rendering
1697 if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
1698 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
1699 if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
1700 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
1701 if (r_shadow_rtlight->ambientscale)
1703 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
1704 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1707 if (r_shadow_rtlight->diffusescale)
1709 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
1710 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1716 GL_Color(0.1*passes, 0.025*passes, 0, 1);
1717 memset(&m, 0, sizeof(m));
1718 m.pointer_vertex = vertex3f;
1720 GL_LockArrays(firstvertex, numvertices);
1721 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1722 GL_LockArrays(0, 0);
1726 else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1728 // GLSL shader path (GFFX5200, Radeon 9500)
1729 // TODO: add direct pants/shirt rendering
1730 if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
1731 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
1732 if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
1733 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
1734 R_Mesh_VertexPointer(vertex3f);
1735 R_Mesh_TexCoordPointer(0, 2, texcoord2f);
1736 R_Mesh_TexCoordPointer(1, 3, svector3f);
1737 R_Mesh_TexCoordPointer(2, 3, tvector3f);
1738 R_Mesh_TexCoordPointer(3, 3, normal3f);
1739 R_Mesh_TexBind(0, R_GetTexture(bumptexture));
1740 R_Mesh_TexBind(1, R_GetTexture(basetexture));
1741 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1742 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1744 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1746 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1747 GL_LockArrays(firstvertex, numvertices);
1748 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1750 c_rt_lighttris += numtriangles;
1751 GL_LockArrays(0, 0);
1753 else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_DOT3)
1755 // TODO: add direct pants/shirt rendering
1756 if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
1757 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
1758 if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
1759 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
1760 if (r_shadow_rtlight->ambientscale)
1763 colorscale = r_shadow_rtlight->ambientscale;
1764 // colorscale accounts for how much we multiply the brightness
1767 // mult is how many times the final pass of the lighting will be
1768 // performed to get more brightness than otherwise possible.
1770 // Limit mult to 64 for sanity sake.
1771 if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1773 // 3 3D combine path (Geforce3, Radeon 8500)
1774 memset(&m, 0, sizeof(m));
1775 m.pointer_vertex = vertex3f;
1776 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1778 m.pointer_texcoord3f[0] = vertex3f;
1779 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1781 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1782 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1784 m.tex[1] = R_GetTexture(basetexture);
1785 m.pointer_texcoord[1] = texcoord2f;
1786 m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
1788 m.pointer_texcoord3f[2] = vertex3f;
1789 m.texmatrix[2] = r_shadow_entitytolight;
1791 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1792 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1794 GL_BlendFunc(GL_ONE, GL_ONE);
1796 else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1798 // 2 3D combine path (Geforce3, original Radeon)
1799 memset(&m, 0, sizeof(m));
1800 m.pointer_vertex = vertex3f;
1801 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1803 m.pointer_texcoord3f[0] = vertex3f;
1804 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1806 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1807 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1809 m.tex[1] = R_GetTexture(basetexture);
1810 m.pointer_texcoord[1] = texcoord2f;
1811 GL_BlendFunc(GL_ONE, GL_ONE);
1813 else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1815 // 4 2D combine path (Geforce3, Radeon 8500)
1816 memset(&m, 0, sizeof(m));
1817 m.pointer_vertex = vertex3f;
1818 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1820 m.pointer_texcoord3f[0] = vertex3f;
1821 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1823 m.pointer_texcoord[0] = varray_texcoord2f[0];
1824 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1826 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1828 m.pointer_texcoord3f[1] = vertex3f;
1829 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1831 m.pointer_texcoord[1] = varray_texcoord2f[1];
1832 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
1834 m.tex[2] = R_GetTexture(basetexture);
1835 m.pointer_texcoord[2] = texcoord2f;
1836 if (r_shadow_lightcubemap != r_texture_whitecube)
1838 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
1840 m.pointer_texcoord3f[3] = vertex3f;
1841 m.texmatrix[3] = r_shadow_entitytolight;
1843 m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1844 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1847 GL_BlendFunc(GL_ONE, GL_ONE);
1849 else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1851 // 3 2D combine path (Geforce3, original Radeon)
1852 memset(&m, 0, sizeof(m));
1853 m.pointer_vertex = vertex3f;
1854 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1856 m.pointer_texcoord3f[0] = vertex3f;
1857 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1859 m.pointer_texcoord[0] = varray_texcoord2f[0];
1860 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1862 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1864 m.pointer_texcoord3f[1] = vertex3f;
1865 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1867 m.pointer_texcoord[1] = varray_texcoord2f[1];
1868 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
1870 m.tex[2] = R_GetTexture(basetexture);
1871 m.pointer_texcoord[2] = texcoord2f;
1872 GL_BlendFunc(GL_ONE, GL_ONE);
1876 // 2/2/2 2D combine path (any dot3 card)
1877 memset(&m, 0, sizeof(m));
1878 m.pointer_vertex = vertex3f;
1879 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1881 m.pointer_texcoord3f[0] = vertex3f;
1882 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1884 m.pointer_texcoord[0] = varray_texcoord2f[0];
1885 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1887 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1889 m.pointer_texcoord3f[1] = vertex3f;
1890 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1892 m.pointer_texcoord[1] = varray_texcoord2f[1];
1893 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
1896 GL_ColorMask(0,0,0,1);
1897 GL_BlendFunc(GL_ONE, GL_ZERO);
1898 GL_LockArrays(firstvertex, numvertices);
1899 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1900 GL_LockArrays(0, 0);
1902 c_rt_lighttris += numtriangles;
1904 memset(&m, 0, sizeof(m));
1905 m.pointer_vertex = vertex3f;
1906 m.tex[0] = R_GetTexture(basetexture);
1907 m.pointer_texcoord[0] = texcoord2f;
1908 if (r_shadow_lightcubemap != r_texture_whitecube)
1910 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1912 m.pointer_texcoord3f[1] = vertex3f;
1913 m.texmatrix[1] = r_shadow_entitytolight;
1915 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1916 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1919 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1921 // this final code is shared
1923 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1924 VectorScale(lightcolorbase, colorscale, color2);
1925 GL_LockArrays(firstvertex, numvertices);
1926 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1928 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1929 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1931 c_rt_lighttris += numtriangles;
1933 GL_LockArrays(0, 0);
1935 if (r_shadow_rtlight->diffusescale)
1938 colorscale = r_shadow_rtlight->diffusescale;
1939 // colorscale accounts for how much we multiply the brightness
1942 // mult is how many times the final pass of the lighting will be
1943 // performed to get more brightness than otherwise possible.
1945 // Limit mult to 64 for sanity sake.
1946 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1948 // 3/2 3D combine path (Geforce3, Radeon 8500)
1949 memset(&m, 0, sizeof(m));
1950 m.pointer_vertex = vertex3f;
1951 m.tex[0] = R_GetTexture(bumptexture);
1952 m.texcombinergb[0] = GL_REPLACE;
1953 m.pointer_texcoord[0] = texcoord2f;
1954 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1955 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1956 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1957 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
1958 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1960 m.pointer_texcoord3f[2] = vertex3f;
1961 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1963 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1964 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
1967 GL_ColorMask(0,0,0,1);
1968 GL_BlendFunc(GL_ONE, GL_ZERO);
1969 GL_LockArrays(firstvertex, numvertices);
1970 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
1971 GL_LockArrays(0, 0);
1973 c_rt_lighttris += numtriangles;
1975 memset(&m, 0, sizeof(m));
1976 m.pointer_vertex = vertex3f;
1977 m.tex[0] = R_GetTexture(basetexture);
1978 m.pointer_texcoord[0] = texcoord2f;
1979 if (r_shadow_lightcubemap != r_texture_whitecube)
1981 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1983 m.pointer_texcoord3f[1] = vertex3f;
1984 m.texmatrix[1] = r_shadow_entitytolight;
1986 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1987 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
1990 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1992 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
1994 // 1/2/2 3D combine path (original Radeon)
1995 memset(&m, 0, sizeof(m));
1996 m.pointer_vertex = vertex3f;
1997 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1999 m.pointer_texcoord3f[0] = vertex3f;
2000 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2002 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2003 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2006 GL_ColorMask(0,0,0,1);
2007 GL_BlendFunc(GL_ONE, GL_ZERO);
2008 GL_LockArrays(firstvertex, numvertices);
2009 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2010 GL_LockArrays(0, 0);
2012 c_rt_lighttris += numtriangles;
2014 memset(&m, 0, sizeof(m));
2015 m.pointer_vertex = vertex3f;
2016 m.tex[0] = R_GetTexture(bumptexture);
2017 m.texcombinergb[0] = GL_REPLACE;
2018 m.pointer_texcoord[0] = texcoord2f;
2019 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2020 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2021 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2022 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
2024 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2025 GL_LockArrays(firstvertex, numvertices);
2026 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2027 GL_LockArrays(0, 0);
2029 c_rt_lighttris += numtriangles;
2031 memset(&m, 0, sizeof(m));
2032 m.pointer_vertex = vertex3f;
2033 m.tex[0] = R_GetTexture(basetexture);
2034 m.pointer_texcoord[0] = texcoord2f;
2035 if (r_shadow_lightcubemap != r_texture_whitecube)
2037 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2039 m.pointer_texcoord3f[1] = vertex3f;
2040 m.texmatrix[1] = r_shadow_entitytolight;
2042 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2043 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2046 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2048 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
2050 // 2/2 3D combine path (original Radeon)
2051 memset(&m, 0, sizeof(m));
2052 m.pointer_vertex = vertex3f;
2053 m.tex[0] = R_GetTexture(bumptexture);
2054 m.texcombinergb[0] = GL_REPLACE;
2055 m.pointer_texcoord[0] = texcoord2f;
2056 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2057 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2058 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2059 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
2061 GL_ColorMask(0,0,0,1);
2062 GL_BlendFunc(GL_ONE, GL_ZERO);
2063 GL_LockArrays(firstvertex, numvertices);
2064 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2065 GL_LockArrays(0, 0);
2067 c_rt_lighttris += numtriangles;
2069 memset(&m, 0, sizeof(m));
2070 m.pointer_vertex = vertex3f;
2071 m.tex[0] = R_GetTexture(basetexture);
2072 m.pointer_texcoord[0] = texcoord2f;
2073 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2075 m.pointer_texcoord3f[1] = vertex3f;
2076 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2078 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2079 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2081 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2083 else if (r_textureunits.integer >= 4)
2085 // 4/2 2D combine path (Geforce3, Radeon 8500)
2086 memset(&m, 0, sizeof(m));
2087 m.pointer_vertex = vertex3f;
2088 m.tex[0] = R_GetTexture(bumptexture);
2089 m.texcombinergb[0] = GL_REPLACE;
2090 m.pointer_texcoord[0] = texcoord2f;
2091 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2092 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2093 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2094 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
2095 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2097 m.pointer_texcoord3f[2] = vertex3f;
2098 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2100 m.pointer_texcoord[2] = varray_texcoord2f[2];
2101 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2103 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2105 m.pointer_texcoord3f[3] = vertex3f;
2106 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2108 m.pointer_texcoord[3] = varray_texcoord2f[3];
2109 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2112 GL_ColorMask(0,0,0,1);
2113 GL_BlendFunc(GL_ONE, GL_ZERO);
2114 GL_LockArrays(firstvertex, numvertices);
2115 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2116 GL_LockArrays(0, 0);
2118 c_rt_lighttris += numtriangles;
2120 memset(&m, 0, sizeof(m));
2121 m.pointer_vertex = vertex3f;
2122 m.tex[0] = R_GetTexture(basetexture);
2123 m.pointer_texcoord[0] = texcoord2f;
2124 if (r_shadow_lightcubemap != r_texture_whitecube)
2126 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2128 m.pointer_texcoord3f[1] = vertex3f;
2129 m.texmatrix[1] = r_shadow_entitytolight;
2131 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2132 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2135 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2139 // 2/2/2 2D combine path (any dot3 card)
2140 memset(&m, 0, sizeof(m));
2141 m.pointer_vertex = vertex3f;
2142 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2144 m.pointer_texcoord3f[0] = vertex3f;
2145 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2147 m.pointer_texcoord[0] = varray_texcoord2f[0];
2148 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2150 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2152 m.pointer_texcoord3f[1] = vertex3f;
2153 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2155 m.pointer_texcoord[1] = varray_texcoord2f[1];
2156 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2159 GL_ColorMask(0,0,0,1);
2160 GL_BlendFunc(GL_ONE, GL_ZERO);
2161 GL_LockArrays(firstvertex, numvertices);
2162 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2163 GL_LockArrays(0, 0);
2165 c_rt_lighttris += numtriangles;
2167 memset(&m, 0, sizeof(m));
2168 m.pointer_vertex = vertex3f;
2169 m.tex[0] = R_GetTexture(bumptexture);
2170 m.texcombinergb[0] = GL_REPLACE;
2171 m.pointer_texcoord[0] = texcoord2f;
2172 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2173 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2174 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2175 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
2177 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2178 GL_LockArrays(firstvertex, numvertices);
2179 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2180 GL_LockArrays(0, 0);
2182 c_rt_lighttris += numtriangles;
2184 memset(&m, 0, sizeof(m));
2185 m.pointer_vertex = vertex3f;
2186 m.tex[0] = R_GetTexture(basetexture);
2187 m.pointer_texcoord[0] = texcoord2f;
2188 if (r_shadow_lightcubemap != r_texture_whitecube)
2190 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2192 m.pointer_texcoord3f[1] = vertex3f;
2193 m.texmatrix[1] = r_shadow_entitytolight;
2195 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2196 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2199 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2201 // this final code is shared
2203 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2204 VectorScale(lightcolorbase, colorscale, color2);
2205 GL_LockArrays(firstvertex, numvertices);
2206 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2208 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2209 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2211 c_rt_lighttris += numtriangles;
2213 GL_LockArrays(0, 0);
2215 if (specularscale && glosstexture != r_texture_black)
2217 // FIXME: detect blendsquare!
2218 //if (gl_support_blendsquare)
2220 colorscale = specularscale;
2222 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2224 // 2/0/0/1/2 3D combine blendsquare path
2225 memset(&m, 0, sizeof(m));
2226 m.pointer_vertex = vertex3f;
2227 m.tex[0] = R_GetTexture(bumptexture);
2228 m.pointer_texcoord[0] = texcoord2f;
2229 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2230 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2231 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2232 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2234 GL_ColorMask(0,0,0,1);
2235 // this squares the result
2236 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2237 GL_LockArrays(firstvertex, numvertices);
2238 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2239 GL_LockArrays(0, 0);
2241 c_rt_lighttris += numtriangles;
2243 memset(&m, 0, sizeof(m));
2244 m.pointer_vertex = vertex3f;
2246 GL_LockArrays(firstvertex, numvertices);
2247 // square alpha in framebuffer a few times to make it shiny
2248 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2249 // these comments are a test run through this math for intensity 0.5
2250 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2251 // 0.25 * 0.25 = 0.0625 (this is another pass)
2252 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2253 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2255 c_rt_lighttris += numtriangles;
2256 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2258 c_rt_lighttris += numtriangles;
2259 GL_LockArrays(0, 0);
2261 memset(&m, 0, sizeof(m));
2262 m.pointer_vertex = vertex3f;
2263 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2265 m.pointer_texcoord3f[0] = vertex3f;
2266 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2268 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2269 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2272 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2273 GL_LockArrays(firstvertex, numvertices);
2274 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2275 GL_LockArrays(0, 0);
2277 c_rt_lighttris += numtriangles;
2279 memset(&m, 0, sizeof(m));
2280 m.pointer_vertex = vertex3f;
2281 m.tex[0] = R_GetTexture(glosstexture);
2282 m.pointer_texcoord[0] = texcoord2f;
2283 if (r_shadow_lightcubemap != r_texture_whitecube)
2285 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2287 m.pointer_texcoord3f[1] = vertex3f;
2288 m.texmatrix[1] = r_shadow_entitytolight;
2290 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2291 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2294 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2296 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2298 // 2/0/0/2 3D combine blendsquare path
2299 memset(&m, 0, sizeof(m));
2300 m.pointer_vertex = vertex3f;
2301 m.tex[0] = R_GetTexture(bumptexture);
2302 m.pointer_texcoord[0] = texcoord2f;
2303 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2304 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2305 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2306 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2308 GL_ColorMask(0,0,0,1);
2309 // this squares the result
2310 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2311 GL_LockArrays(firstvertex, numvertices);
2312 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2313 GL_LockArrays(0, 0);
2315 c_rt_lighttris += numtriangles;
2317 memset(&m, 0, sizeof(m));
2318 m.pointer_vertex = vertex3f;
2320 GL_LockArrays(firstvertex, numvertices);
2321 // square alpha in framebuffer a few times to make it shiny
2322 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2323 // these comments are a test run through this math for intensity 0.5
2324 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2325 // 0.25 * 0.25 = 0.0625 (this is another pass)
2326 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2327 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2329 c_rt_lighttris += numtriangles;
2330 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2332 c_rt_lighttris += numtriangles;
2333 GL_LockArrays(0, 0);
2335 memset(&m, 0, sizeof(m));
2336 m.pointer_vertex = vertex3f;
2337 m.tex[0] = R_GetTexture(glosstexture);
2338 m.pointer_texcoord[0] = texcoord2f;
2339 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2341 m.pointer_texcoord3f[1] = vertex3f;
2342 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2344 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2345 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2347 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2351 // 2/0/0/2/2 2D combine blendsquare path
2352 memset(&m, 0, sizeof(m));
2353 m.pointer_vertex = vertex3f;
2354 m.tex[0] = R_GetTexture(bumptexture);
2355 m.pointer_texcoord[0] = texcoord2f;
2356 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2357 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2358 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2359 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2361 GL_ColorMask(0,0,0,1);
2362 // this squares the result
2363 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2364 GL_LockArrays(firstvertex, numvertices);
2365 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2366 GL_LockArrays(0, 0);
2368 c_rt_lighttris += numtriangles;
2370 memset(&m, 0, sizeof(m));
2371 m.pointer_vertex = vertex3f;
2373 GL_LockArrays(firstvertex, numvertices);
2374 // square alpha in framebuffer a few times to make it shiny
2375 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2376 // these comments are a test run through this math for intensity 0.5
2377 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2378 // 0.25 * 0.25 = 0.0625 (this is another pass)
2379 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2380 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2382 c_rt_lighttris += numtriangles;
2383 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2385 c_rt_lighttris += numtriangles;
2386 GL_LockArrays(0, 0);
2388 memset(&m, 0, sizeof(m));
2389 m.pointer_vertex = vertex3f;
2390 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2392 m.pointer_texcoord3f[0] = vertex3f;
2393 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2395 m.pointer_texcoord[0] = varray_texcoord2f[0];
2396 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2398 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2400 m.pointer_texcoord3f[1] = vertex3f;
2401 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2403 m.pointer_texcoord[1] = varray_texcoord2f[1];
2404 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2407 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2408 GL_LockArrays(firstvertex, numvertices);
2409 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2410 GL_LockArrays(0, 0);
2412 c_rt_lighttris += numtriangles;
2414 memset(&m, 0, sizeof(m));
2415 m.pointer_vertex = vertex3f;
2416 m.tex[0] = R_GetTexture(glosstexture);
2417 m.pointer_texcoord[0] = texcoord2f;
2418 if (r_shadow_lightcubemap != r_texture_whitecube)
2420 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2422 m.pointer_texcoord3f[1] = vertex3f;
2423 m.texmatrix[1] = r_shadow_entitytolight;
2425 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2426 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
2429 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2432 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2433 VectorScale(lightcolorbase, colorscale, color2);
2434 GL_LockArrays(firstvertex, numvertices);
2435 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2437 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2438 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2440 c_rt_lighttris += numtriangles;
2442 GL_LockArrays(0, 0);
2446 else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_VERTEX)
2448 // TODO: add direct pants/shirt rendering
2449 if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
2450 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
2451 if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
2452 R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
2453 if (r_shadow_rtlight->ambientscale)
2455 GL_BlendFunc(GL_ONE, GL_ONE);
2456 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
2457 memset(&m, 0, sizeof(m));
2458 m.pointer_vertex = vertex3f;
2459 m.tex[0] = R_GetTexture(basetexture);
2460 m.pointer_texcoord[0] = texcoord2f;
2461 if (r_textureunits.integer >= 2)
2464 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2466 m.pointer_texcoord3f[1] = vertex3f;
2467 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2469 m.pointer_texcoord[1] = varray_texcoord2f[1];
2470 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2472 if (r_textureunits.integer >= 3)
2474 // Geforce3/Radeon class but not using dot3
2475 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2477 m.pointer_texcoord3f[2] = vertex3f;
2478 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2480 m.pointer_texcoord[2] = varray_texcoord2f[2];
2481 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2485 if (r_textureunits.integer >= 3)
2486 m.pointer_color = NULL;
2488 m.pointer_color = varray_color4f;
2490 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2492 color[0] = bound(0, color2[0], 1);
2493 color[1] = bound(0, color2[1], 1);
2494 color[2] = bound(0, color2[2], 1);
2495 if (r_textureunits.integer >= 3)
2496 GL_Color(color[0], color[1], color[2], 1);
2497 else if (r_textureunits.integer >= 2)
2498 R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
2500 R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
2501 GL_LockArrays(firstvertex, numvertices);
2502 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2503 GL_LockArrays(0, 0);
2505 c_rt_lighttris += numtriangles;
2508 if (r_shadow_rtlight->diffusescale)
2510 GL_BlendFunc(GL_ONE, GL_ONE);
2511 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
2512 memset(&m, 0, sizeof(m));
2513 m.pointer_vertex = vertex3f;
2514 m.pointer_color = varray_color4f;
2515 m.tex[0] = R_GetTexture(basetexture);
2516 m.pointer_texcoord[0] = texcoord2f;
2517 if (r_textureunits.integer >= 2)
2520 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2522 m.pointer_texcoord3f[1] = vertex3f;
2523 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2525 m.pointer_texcoord[1] = varray_texcoord2f[1];
2526 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
2528 if (r_textureunits.integer >= 3)
2530 // Geforce3/Radeon class but not using dot3
2531 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2533 m.pointer_texcoord3f[2] = vertex3f;
2534 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2536 m.pointer_texcoord[2] = varray_texcoord2f[2];
2537 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
2542 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2544 color[0] = bound(0, color2[0], 1);
2545 color[1] = bound(0, color2[1], 1);
2546 color[2] = bound(0, color2[2], 1);
2547 if (r_textureunits.integer >= 3)
2548 R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
2549 else if (r_textureunits.integer >= 2)
2550 R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
2552 R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
2553 GL_LockArrays(firstvertex, numvertices);
2554 R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
2555 GL_LockArrays(0, 0);
2557 c_rt_lighttris += numtriangles;
2563 void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
2567 R_RTLight_Uncompile(rtlight);
2568 memset(rtlight, 0, sizeof(*rtlight));
2570 VectorCopy(light->origin, rtlight->shadoworigin);
2571 VectorCopy(light->color, rtlight->color);
2572 rtlight->radius = light->radius;
2573 //rtlight->cullradius = rtlight->radius;
2574 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2575 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2576 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2577 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2578 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2579 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2580 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2581 rtlight->cubemapname[0] = 0;
2582 if (light->cubemapname[0])
2583 strcpy(rtlight->cubemapname, light->cubemapname);
2584 else if (light->cubemapnum > 0)
2585 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2586 rtlight->shadow = light->shadow;
2587 rtlight->corona = light->corona;
2588 rtlight->style = light->style;
2589 rtlight->isstatic = isstatic;
2590 rtlight->coronasizescale = light->coronasizescale;
2591 rtlight->ambientscale = light->ambientscale;
2592 rtlight->diffusescale = light->diffusescale;
2593 rtlight->specularscale = light->specularscale;
2594 rtlight->flags = light->flags;
2595 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2596 // ConcatScale won't work here because this needs to scale rotate and
2597 // translate, not just rotate
2598 scale = 1.0f / rtlight->radius;
2599 for (k = 0;k < 3;k++)
2600 for (j = 0;j < 4;j++)
2601 rtlight->matrix_worldtolight.m[k][j] *= scale;
2603 rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2604 rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2605 VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2606 rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2609 // compiles rtlight geometry
2610 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2611 void R_RTLight_Compile(rtlight_t *rtlight)
2613 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2614 entity_render_t *ent = r_refdef.worldentity;
2615 model_t *model = r_refdef.worldmodel;
2618 // compile the light
2619 rtlight->compiled = true;
2620 rtlight->static_numleafs = 0;
2621 rtlight->static_numleafpvsbytes = 0;
2622 rtlight->static_leaflist = NULL;
2623 rtlight->static_leafpvs = NULL;
2624 rtlight->static_numsurfaces = 0;
2625 rtlight->static_surfacelist = NULL;
2626 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2627 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2628 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2629 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2630 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2631 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2633 if (model && model->GetLightInfo)
2635 // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering
2636 r_shadow_compilingrtlight = rtlight;
2637 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2638 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);
2639 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2640 data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2641 rtlight->static_numleafs = numleafs;
2642 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2643 rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs;
2644 rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes;
2645 rtlight->static_numsurfaces = numsurfaces;
2646 rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces;
2648 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2649 if (numleafpvsbytes)
2650 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2652 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2653 if (model->DrawShadowVolume && rtlight->shadow)
2655 rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
2656 model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2657 rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
2659 // switch back to rendering when DrawShadowVolume or DrawLight is called
2660 r_shadow_compilingrtlight = NULL;
2664 // use smallest available cullradius - box radius or light radius
2665 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2666 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2670 if (rtlight->static_meshchain_shadow)
2673 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2676 shadowtris += mesh->numtriangles;
2680 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2683 void R_RTLight_Uncompile(rtlight_t *rtlight)
2685 if (rtlight->compiled)
2687 if (rtlight->static_meshchain_shadow)
2688 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2689 rtlight->static_meshchain_shadow = NULL;
2690 // these allocations are grouped
2691 if (rtlight->static_leaflist)
2692 Mem_Free(rtlight->static_leaflist);
2693 rtlight->static_numleafs = 0;
2694 rtlight->static_numleafpvsbytes = 0;
2695 rtlight->static_leaflist = NULL;
2696 rtlight->static_leafpvs = NULL;
2697 rtlight->static_numsurfaces = 0;
2698 rtlight->static_surfacelist = NULL;
2699 rtlight->compiled = false;
2703 void R_Shadow_UncompileWorldLights(void)
2706 for (light = r_shadow_worldlightchain;light;light = light->next)
2707 R_RTLight_Uncompile(&light->rtlight);
2710 void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2712 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2713 vec_t relativeshadowradius;
2714 if (ent == r_refdef.worldentity)
2716 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2719 R_Mesh_Matrix(&ent->matrix);
2720 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2722 R_Mesh_VertexPointer(mesh->vertex3f);
2723 GL_LockArrays(0, mesh->numverts);
2724 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
2726 // decrement stencil if backface is behind depthbuffer
2727 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2728 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2729 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2730 c_rtcached_shadowmeshes++;
2731 c_rtcached_shadowtris += mesh->numtriangles;
2732 // increment stencil if frontface is behind depthbuffer
2733 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2734 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2736 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2737 c_rtcached_shadowmeshes++;
2738 c_rtcached_shadowtris += mesh->numtriangles;
2739 GL_LockArrays(0, 0);
2742 else if (numsurfaces)
2744 R_Mesh_Matrix(&ent->matrix);
2745 ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2750 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin);
2751 relativeshadowradius = rtlight->radius / ent->scale;
2752 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2753 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2754 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2755 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2756 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2757 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2758 R_Mesh_Matrix(&ent->matrix);
2759 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2763 void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolorbase, int numsurfaces, int *surfacelist)
2765 // set up properties for rendering light onto this entity
2766 r_shadow_entitylightcolor[0] = lightcolorbase[0] * ent->colormod[0] * ent->alpha;
2767 r_shadow_entitylightcolor[1] = lightcolorbase[1] * ent->colormod[1] * ent->alpha;
2768 r_shadow_entitylightcolor[2] = lightcolorbase[2] * ent->colormod[2] * ent->alpha;
2769 Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
2770 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2771 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2772 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin);
2773 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2774 R_Mesh_Matrix(&ent->matrix);
2775 if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
2777 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap));
2778 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2779 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
2780 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
2782 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
2785 if (ent == r_refdef.worldentity)
2786 ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
2788 ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist);
2791 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2796 int numleafs, numsurfaces;
2797 int *leaflist, *surfacelist;
2799 int numlightentities;
2800 int numshadowentities;
2801 entity_render_t *lightentities[MAX_EDICTS];
2802 entity_render_t *shadowentities[MAX_EDICTS];
2804 // skip lights that don't light (corona only lights)
2805 if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
2808 f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2809 VectorScale(rtlight->color, f, lightcolor);
2810 if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
2813 if (rtlight->selected)
2815 f = 2 + sin(realtime * M_PI * 4.0);
2816 VectorScale(lightcolor, f, lightcolor);
2820 // loading is done before visibility checks because loading should happen
2821 // all at once at the start of a level, not when it stalls gameplay.
2822 // (especially important to benchmarks)
2824 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2825 R_RTLight_Compile(rtlight);
2827 r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2829 // if the light box is offscreen, skip it
2830 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2833 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2835 // compiled light, world available and can receive realtime lighting
2836 // retrieve leaf information
2837 numleafs = rtlight->static_numleafs;
2838 leaflist = rtlight->static_leaflist;
2839 leafpvs = rtlight->static_leafpvs;
2840 numsurfaces = rtlight->static_numsurfaces;
2841 surfacelist = rtlight->static_surfacelist;
2843 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2845 // dynamic light, world available and can receive realtime lighting
2846 // calculate lit surfaces and leafs
2847 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2848 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2849 leaflist = r_shadow_buffer_leaflist;
2850 leafpvs = r_shadow_buffer_leafpvs;
2851 surfacelist = r_shadow_buffer_surfacelist;
2852 // if the reduced leaf bounds are offscreen, skip it
2853 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2865 // check if light is illuminating any visible leafs
2868 for (i = 0;i < numleafs;i++)
2869 if (r_worldleafvisible[leaflist[i]])
2874 // set up a scissor rectangle for this light
2875 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2878 numlightentities = 0;
2880 lightentities[numlightentities++] = r_refdef.worldentity;
2881 numshadowentities = 0;
2883 shadowentities[numshadowentities++] = r_refdef.worldentity;
2884 if (r_drawentities.integer)
2886 for (i = 0;i < r_refdef.numentities;i++)
2888 entity_render_t *ent = r_refdef.entities[i];
2889 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2891 && !(ent->flags & RENDER_TRANSPARENT)
2892 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2894 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2895 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2896 shadowentities[numshadowentities++] = ent;
2897 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2898 lightentities[numlightentities++] = ent;
2903 // return if there's nothing at all to light
2904 if (!numlightentities)
2907 R_Shadow_Stage_ActiveLight(rtlight);
2911 if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2914 R_Shadow_Stage_StencilShadowVolumes();
2915 for (i = 0;i < numshadowentities;i++)
2916 R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2919 if (numlightentities && !visible)
2921 R_Shadow_Stage_Lighting(usestencil);
2922 for (i = 0;i < numlightentities;i++)
2923 R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2926 if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2928 R_Shadow_Stage_VisibleShadowVolumes();
2929 for (i = 0;i < numshadowentities;i++)
2930 R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2933 if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
2935 R_Shadow_Stage_VisibleLighting(usestencil);
2936 for (i = 0;i < numlightentities;i++)
2937 R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2941 void R_ShadowVolumeLighting(qboolean visible)
2946 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2947 R_Shadow_EditLights_Reload_f();
2949 R_Shadow_Stage_Begin();
2951 flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2952 if (r_shadow_debuglight.integer >= 0)
2954 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2955 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2956 R_DrawRTLight(&light->rtlight, visible);
2959 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2960 if (light->flags & flag)
2961 R_DrawRTLight(&light->rtlight, visible);
2963 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
2964 R_DrawRTLight(&light->rtlight, visible);
2966 R_Shadow_Stage_End();
2969 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2970 typedef struct suffixinfo_s
2973 qboolean flipx, flipy, flipdiagonal;
2976 static suffixinfo_t suffix[3][6] =
2979 {"px", false, false, false},
2980 {"nx", false, false, false},
2981 {"py", false, false, false},
2982 {"ny", false, false, false},
2983 {"pz", false, false, false},
2984 {"nz", false, false, false}
2987 {"posx", false, false, false},
2988 {"negx", false, false, false},
2989 {"posy", false, false, false},
2990 {"negy", false, false, false},
2991 {"posz", false, false, false},
2992 {"negz", false, false, false}
2995 {"rt", true, false, true},
2996 {"lf", false, true, true},
2997 {"ft", true, true, false},
2998 {"bk", false, false, false},
2999 {"up", true, false, true},
3000 {"dn", true, false, true}
3004 static int componentorder[4] = {0, 1, 2, 3};
3006 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
3008 int i, j, cubemapsize;
3009 qbyte *cubemappixels, *image_rgba;
3010 rtexture_t *cubemaptexture;
3012 // must start 0 so the first loadimagepixels has no requested width/height
3014 cubemappixels = NULL;
3015 cubemaptexture = NULL;
3016 // keep trying different suffix groups (posx, px, rt) until one loads
3017 for (j = 0;j < 3 && !cubemappixels;j++)
3019 // load the 6 images in the suffix group
3020 for (i = 0;i < 6;i++)
3022 // generate an image name based on the base and and suffix
3023 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3025 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
3027 // an image loaded, make sure width and height are equal
3028 if (image_width == image_height)
3030 // if this is the first image to load successfully, allocate the cubemap memory
3031 if (!cubemappixels && image_width >= 1)
3033 cubemapsize = image_width;
3034 // note this clears to black, so unavailable sides are black
3035 cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3037 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3039 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3042 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3044 Mem_Free(image_rgba);
3048 // if a cubemap loaded, upload it
3051 if (!r_shadow_filters_texturepool)
3052 r_shadow_filters_texturepool = R_AllocTexturePool();
3053 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
3054 Mem_Free(cubemappixels);
3058 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
3059 for (j = 0;j < 3;j++)
3060 for (i = 0;i < 6;i++)
3061 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3062 Con_Print(" and was unable to find any of them.\n");
3064 return cubemaptexture;
3067 rtexture_t *R_Shadow_Cubemap(const char *basename)
3070 for (i = 0;i < numcubemaps;i++)
3071 if (!strcasecmp(cubemaps[i].basename, basename))
3072 return cubemaps[i].texture;
3073 if (i >= MAX_CUBEMAPS)
3074 return r_texture_whitecube;
3076 strcpy(cubemaps[i].basename, basename);
3077 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3078 if (!cubemaps[i].texture)
3079 cubemaps[i].texture = r_texture_whitecube;
3080 return cubemaps[i].texture;
3083 void R_Shadow_FreeCubemaps(void)
3086 R_FreeTexturePool(&r_shadow_filters_texturepool);
3089 dlight_t *R_Shadow_NewWorldLight(void)
3092 light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3093 light->next = r_shadow_worldlightchain;
3094 r_shadow_worldlightchain = light;
3098 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)
3100 VectorCopy(origin, light->origin);
3101 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3102 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3103 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3104 light->color[0] = max(color[0], 0);
3105 light->color[1] = max(color[1], 0);
3106 light->color[2] = max(color[2], 0);
3107 light->radius = max(radius, 0);
3108 light->style = style;
3109 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3111 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3114 light->shadow = shadowenable;
3115 light->corona = corona;
3118 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3119 light->coronasizescale = coronasizescale;
3120 light->ambientscale = ambientscale;
3121 light->diffusescale = diffusescale;
3122 light->specularscale = specularscale;
3123 light->flags = flags;
3124 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3126 R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
3129 void R_Shadow_FreeWorldLight(dlight_t *light)
3131 dlight_t **lightpointer;
3132 R_RTLight_Uncompile(&light->rtlight);
3133 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3134 if (*lightpointer != light)
3135 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
3136 *lightpointer = light->next;
3140 void R_Shadow_ClearWorldLights(void)
3142 while (r_shadow_worldlightchain)
3143 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3144 r_shadow_selectedlight = NULL;
3145 R_Shadow_FreeCubemaps();
3148 void R_Shadow_SelectLight(dlight_t *light)
3150 if (r_shadow_selectedlight)
3151 r_shadow_selectedlight->selected = false;
3152 r_shadow_selectedlight = light;
3153 if (r_shadow_selectedlight)
3154 r_shadow_selectedlight->selected = true;
3157 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
3159 float scale = r_editlights_cursorgrid.value * 0.5f;
3160 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3163 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
3166 const dlight_t *light;
3169 if (light->selected)
3170 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3173 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3176 void R_Shadow_DrawLightSprites(void)
3182 for (i = 0;i < 5;i++)
3184 lighttextures[i] = NULL;
3185 if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1), true)))
3186 lighttextures[i] = pic->tex;
3189 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3190 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5);
3191 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
3194 void R_Shadow_SelectLightInView(void)
3196 float bestrating, rating, temp[3];
3197 dlight_t *best, *light;
3200 for (light = r_shadow_worldlightchain;light;light = light->next)
3202 VectorSubtract(light->origin, r_vieworigin, temp);
3203 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3206 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3207 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3209 bestrating = rating;
3214 R_Shadow_SelectLight(best);
3217 void R_Shadow_LoadWorldLights(void)
3219 int n, a, style, shadow, flags;
3220 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3221 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3222 if (r_refdef.worldmodel == NULL)
3224 Con_Print("No map loaded.\n");
3227 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3228 strlcat (name, ".rtlights", sizeof (name));
3229 lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3239 for (;COM_Parse(t, true) && strcmp(
3240 if (COM_Parse(t, true))
3242 if (com_token[0] == '!')
3245 origin[0] = atof(com_token+1);
3248 origin[0] = atof(com_token);
3253 while (*s && *s != '\n' && *s != '\r')
3259 // check for modifier flags
3266 a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
3269 flags = LIGHTFLAG_REALTIMEMODE;
3277 coronasizescale = 0.25f;
3279 VectorClear(angles);
3282 if (a < 9 || !strcmp(cubemapname, "\"\""))
3284 // remove quotes on cubemapname
3285 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3287 cubemapname[strlen(cubemapname)-1] = 0;
3288 strcpy(cubemapname, cubemapname + 1);
3292 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);
3295 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3303 Con_Printf("invalid rtlights file \"%s\"\n", name);
3304 Mem_Free(lightsstring);
3308 void R_Shadow_SaveWorldLights(void)
3311 size_t bufchars, bufmaxchars;
3313 char name[MAX_QPATH];
3315 if (!r_shadow_worldlightchain)
3317 if (r_refdef.worldmodel == NULL)
3319 Con_Print("No map loaded.\n");
3322 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3323 strlcat (name, ".rtlights", sizeof (name));
3324 bufchars = bufmaxchars = 0;
3326 for (light = r_shadow_worldlightchain;light;light = light->next)
3328 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3329 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3330 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3331 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
3333 sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
3334 if (bufchars + strlen(line) > bufmaxchars)
3336 bufmaxchars = bufchars + strlen(line) + 2048;
3338 buf = Mem_Alloc(tempmempool, bufmaxchars);
3342 memcpy(buf, oldbuf, bufchars);
3348 memcpy(buf + bufchars, line, strlen(line));
3349 bufchars += strlen(line);
3353 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3358 void R_Shadow_LoadLightsFile(void)
3361 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3362 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3363 if (r_refdef.worldmodel == NULL)
3365 Con_Print("No map loaded.\n");
3368 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3369 strlcat (name, ".lights", sizeof (name));
3370 lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3378 while (*s && *s != '\n' && *s != '\r')
3384 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);
3388 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);
3391 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3392 radius = bound(15, radius, 4096);
3393 VectorScale(color, (2.0f / (8388608.0f)), color);
3394 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3402 Con_Printf("invalid lights file \"%s\"\n", name);
3403 Mem_Free(lightsstring);
3407 // tyrlite/hmap2 light types in the delay field
3408 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3410 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3412 int entnum, style, islight, skin, pflags, effects, type, n;
3415 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3416 char key[256], value[1024];
3418 if (r_refdef.worldmodel == NULL)
3420 Con_Print("No map loaded.\n");
3423 // try to load a .ent file first
3424 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3425 strlcat (key, ".ent", sizeof (key));
3426 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true);
3427 // and if that is not found, fall back to the bsp file entity string
3429 data = r_refdef.worldmodel->brush.entities;
3432 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3434 type = LIGHTTYPE_MINUSX;
3435 origin[0] = origin[1] = origin[2] = 0;
3436 originhack[0] = originhack[1] = originhack[2] = 0;
3437 angles[0] = angles[1] = angles[2] = 0;
3438 color[0] = color[1] = color[2] = 1;
3439 light[0] = light[1] = light[2] = 1;light[3] = 300;
3440 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3450 if (!COM_ParseToken(&data, false))
3452 if (com_token[0] == '}')
3453 break; // end of entity
3454 if (com_token[0] == '_')
3455 strcpy(key, com_token + 1);
3457 strcpy(key, com_token);
3458 while (key[strlen(key)-1] == ' ') // remove trailing spaces
3459 key[strlen(key)-1] = 0;
3460 if (!COM_ParseToken(&data, false))
3462 strcpy(value, com_token);
3464 // now that we have the key pair worked out...
3465 if (!strcmp("light", key))
3467 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3471 light[0] = vec[0] * (1.0f / 256.0f);
3472 light[1] = vec[0] * (1.0f / 256.0f);
3473 light[2] = vec[0] * (1.0f / 256.0f);
3479 light[0] = vec[0] * (1.0f / 255.0f);
3480 light[1] = vec[1] * (1.0f / 255.0f);
3481 light[2] = vec[2] * (1.0f / 255.0f);
3485 else if (!strcmp("delay", key))
3487 else if (!strcmp("origin", key))
3488 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3489 else if (!strcmp("angle", key))
3490 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3491 else if (!strcmp("angles", key))
3492 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3493 else if (!strcmp("color", key))
3494 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3495 else if (!strcmp("wait", key))
3496 fadescale = atof(value);
3497 else if (!strcmp("classname", key))
3499 if (!strncmp(value, "light", 5))
3502 if (!strcmp(value, "light_fluoro"))
3507 overridecolor[0] = 1;
3508 overridecolor[1] = 1;
3509 overridecolor[2] = 1;
3511 if (!strcmp(value, "light_fluorospark"))
3516 overridecolor[0] = 1;
3517 overridecolor[1] = 1;
3518 overridecolor[2] = 1;
3520 if (!strcmp(value, "light_globe"))
3525 overridecolor[0] = 1;
3526 overridecolor[1] = 0.8;
3527 overridecolor[2] = 0.4;
3529 if (!strcmp(value, "light_flame_large_yellow"))
3534 overridecolor[0] = 1;
3535 overridecolor[1] = 0.5;
3536 overridecolor[2] = 0.1;
3538 if (!strcmp(value, "light_flame_small_yellow"))
3543 overridecolor[0] = 1;
3544 overridecolor[1] = 0.5;
3545 overridecolor[2] = 0.1;
3547 if (!strcmp(value, "light_torch_small_white"))
3552 overridecolor[0] = 1;
3553 overridecolor[1] = 0.5;
3554 overridecolor[2] = 0.1;
3556 if (!strcmp(value, "light_torch_small_walltorch"))
3561 overridecolor[0] = 1;
3562 overridecolor[1] = 0.5;
3563 overridecolor[2] = 0.1;
3567 else if (!strcmp("style", key))
3568 style = atoi(value);
3569 else if (!strcmp("skin", key))
3570 skin = (int)atof(value);
3571 else if (!strcmp("pflags", key))
3572 pflags = (int)atof(value);
3573 else if (!strcmp("effects", key))
3574 effects = (int)atof(value);
3575 else if (r_refdef.worldmodel->type == mod_brushq3)
3577 if (!strcmp("scale", key))
3578 lightscale = atof(value);
3579 if (!strcmp("fade", key))
3580 fadescale = atof(value);
3585 if (lightscale <= 0)
3589 if (color[0] == color[1] && color[0] == color[2])
3591 color[0] *= overridecolor[0];
3592 color[1] *= overridecolor[1];
3593 color[2] *= overridecolor[2];
3595 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3596 color[0] = color[0] * light[0];
3597 color[1] = color[1] * light[1];
3598 color[2] = color[2] * light[2];
3601 case LIGHTTYPE_MINUSX:
3603 case LIGHTTYPE_RECIPX:
3605 VectorScale(color, (1.0f / 16.0f), color);
3607 case LIGHTTYPE_RECIPXX:
3609 VectorScale(color, (1.0f / 16.0f), color);
3612 case LIGHTTYPE_NONE:
3616 case LIGHTTYPE_MINUSXX:
3619 VectorAdd(origin, originhack, origin);
3621 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);
3624 Mem_Free(entfiledata);
3628 void R_Shadow_SetCursorLocationForView(void)
3631 vec3_t dest, endpos;
3633 VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3634 trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3635 if (trace.fraction < 1)
3637 dist = trace.fraction * r_editlights_cursordistance.value;
3638 push = r_editlights_cursorpushback.value;
3642 VectorMA(trace.endpos, push, r_viewforward, endpos);
3643 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3647 VectorClear( endpos );
3649 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3650 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3651 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3654 void R_Shadow_UpdateWorldLightSelection(void)
3656 if (r_editlights.integer)
3658 R_Shadow_SetCursorLocationForView();
3659 R_Shadow_SelectLightInView();
3660 R_Shadow_DrawLightSprites();
3663 R_Shadow_SelectLight(NULL);
3666 void R_Shadow_EditLights_Clear_f(void)
3668 R_Shadow_ClearWorldLights();
3671 void R_Shadow_EditLights_Reload_f(void)
3673 if (!r_refdef.worldmodel)
3675 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3676 R_Shadow_ClearWorldLights();
3677 R_Shadow_LoadWorldLights();
3678 if (r_shadow_worldlightchain == NULL)
3680 R_Shadow_LoadLightsFile();
3681 if (r_shadow_worldlightchain == NULL)
3682 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3686 void R_Shadow_EditLights_Save_f(void)
3688 if (!r_refdef.worldmodel)
3690 R_Shadow_SaveWorldLights();
3693 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3695 R_Shadow_ClearWorldLights();
3696 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3699 void R_Shadow_EditLights_ImportLightsFile_f(void)
3701 R_Shadow_ClearWorldLights();
3702 R_Shadow_LoadLightsFile();
3705 void R_Shadow_EditLights_Spawn_f(void)
3708 if (!r_editlights.integer)
3710 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3713 if (Cmd_Argc() != 1)
3715 Con_Print("r_editlights_spawn does not take parameters\n");
3718 color[0] = color[1] = color[2] = 1;
3719 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3722 void R_Shadow_EditLights_Edit_f(void)
3724 vec3_t origin, angles, color;
3725 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3726 int style, shadows, flags, normalmode, realtimemode;
3727 char cubemapname[1024];
3728 if (!r_editlights.integer)
3730 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3733 if (!r_shadow_selectedlight)
3735 Con_Print("No selected light.\n");
3738 VectorCopy(r_shadow_selectedlight->origin, origin);
3739 VectorCopy(r_shadow_selectedlight->angles, angles);
3740 VectorCopy(r_shadow_selectedlight->color, color);
3741 radius = r_shadow_selectedlight->radius;
3742 style = r_shadow_selectedlight->style;
3743 if (r_shadow_selectedlight->cubemapname)
3744 strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
3747 shadows = r_shadow_selectedlight->shadow;
3748 corona = r_shadow_selectedlight->corona;
3749 coronasizescale = r_shadow_selectedlight->coronasizescale;
3750 ambientscale = r_shadow_selectedlight->ambientscale;
3751 diffusescale = r_shadow_selectedlight->diffusescale;
3752 specularscale = r_shadow_selectedlight->specularscale;
3753 flags = r_shadow_selectedlight->flags;
3754 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3755 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3756 if (!strcmp(Cmd_Argv(1), "origin"))
3758 if (Cmd_Argc() != 5)
3760 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3763 origin[0] = atof(Cmd_Argv(2));
3764 origin[1] = atof(Cmd_Argv(3));
3765 origin[2] = atof(Cmd_Argv(4));
3767 else if (!strcmp(Cmd_Argv(1), "originx"))
3769 if (Cmd_Argc() != 3)
3771 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3774 origin[0] = atof(Cmd_Argv(2));
3776 else if (!strcmp(Cmd_Argv(1), "originy"))
3778 if (Cmd_Argc() != 3)
3780 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3783 origin[1] = atof(Cmd_Argv(2));
3785 else if (!strcmp(Cmd_Argv(1), "originz"))
3787 if (Cmd_Argc() != 3)
3789 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3792 origin[2] = atof(Cmd_Argv(2));
3794 else if (!strcmp(Cmd_Argv(1), "move"))
3796 if (Cmd_Argc() != 5)
3798 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3801 origin[0] += atof(Cmd_Argv(2));
3802 origin[1] += atof(Cmd_Argv(3));
3803 origin[2] += atof(Cmd_Argv(4));
3805 else if (!strcmp(Cmd_Argv(1), "movex"))
3807 if (Cmd_Argc() != 3)
3809 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3812 origin[0] += atof(Cmd_Argv(2));
3814 else if (!strcmp(Cmd_Argv(1), "movey"))
3816 if (Cmd_Argc() != 3)
3818 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3821 origin[1] += atof(Cmd_Argv(2));
3823 else if (!strcmp(Cmd_Argv(1), "movez"))
3825 if (Cmd_Argc() != 3)
3827 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3830 origin[2] += atof(Cmd_Argv(2));
3832 else if (!strcmp(Cmd_Argv(1), "angles"))
3834 if (Cmd_Argc() != 5)
3836 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3839 angles[0] = atof(Cmd_Argv(2));
3840 angles[1] = atof(Cmd_Argv(3));
3841 angles[2] = atof(Cmd_Argv(4));
3843 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3845 if (Cmd_Argc() != 3)
3847 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3850 angles[0] = atof(Cmd_Argv(2));
3852 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3854 if (Cmd_Argc() != 3)
3856 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3859 angles[1] = atof(Cmd_Argv(2));
3861 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3863 if (Cmd_Argc() != 3)
3865 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3868 angles[2] = atof(Cmd_Argv(2));
3870 else if (!strcmp(Cmd_Argv(1), "color"))
3872 if (Cmd_Argc() != 5)
3874 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3877 color[0] = atof(Cmd_Argv(2));
3878 color[1] = atof(Cmd_Argv(3));
3879 color[2] = atof(Cmd_Argv(4));
3881 else if (!strcmp(Cmd_Argv(1), "radius"))
3883 if (Cmd_Argc() != 3)
3885 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3888 radius = atof(Cmd_Argv(2));
3890 else if (!strcmp(Cmd_Argv(1), "colorscale"))
3892 if (Cmd_Argc() == 3)
3894 double scale = atof(Cmd_Argv(2));
3901 if (Cmd_Argc() != 5)
3903 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
3906 color[0] *= atof(Cmd_Argv(2));
3907 color[1] *= atof(Cmd_Argv(3));
3908 color[2] *= atof(Cmd_Argv(4));
3911 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3913 if (Cmd_Argc() != 3)
3915 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3918 radius *= atof(Cmd_Argv(2));
3920 else if (!strcmp(Cmd_Argv(1), "style"))
3922 if (Cmd_Argc() != 3)
3924 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3927 style = atoi(Cmd_Argv(2));
3929 else if (!strcmp(Cmd_Argv(1), "cubemap"))
3933 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3936 if (Cmd_Argc() == 3)
3937 strcpy(cubemapname, Cmd_Argv(2));
3941 else if (!strcmp(Cmd_Argv(1), "shadows"))
3943 if (Cmd_Argc() != 3)
3945 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3948 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3950 else if (!strcmp(Cmd_Argv(1), "corona"))
3952 if (Cmd_Argc() != 3)
3954 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3957 corona = atof(Cmd_Argv(2));
3959 else if (!strcmp(Cmd_Argv(1), "coronasize"))
3961 if (Cmd_Argc() != 3)
3963 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3966 coronasizescale = atof(Cmd_Argv(2));
3968 else if (!strcmp(Cmd_Argv(1), "ambient"))
3970 if (Cmd_Argc() != 3)
3972 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3975 ambientscale = atof(Cmd_Argv(2));
3977 else if (!strcmp(Cmd_Argv(1), "diffuse"))
3979 if (Cmd_Argc() != 3)
3981 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3984 diffusescale = atof(Cmd_Argv(2));
3986 else if (!strcmp(Cmd_Argv(1), "specular"))
3988 if (Cmd_Argc() != 3)
3990 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3993 specularscale = atof(Cmd_Argv(2));
3995 else if (!strcmp(Cmd_Argv(1), "normalmode"))
3997 if (Cmd_Argc() != 3)
3999 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4002 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4004 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
4006 if (Cmd_Argc() != 3)
4008 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4011 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4015 Con_Print("usage: r_editlights_edit [property] [value]\n");
4016 Con_Print("Selected light's properties:\n");
4017 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
4018 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
4019 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
4020 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
4021 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
4022 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
4023 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
4024 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
4025 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
4026 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
4027 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
4028 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
4029 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
4030 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
4033 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
4034 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4037 void R_Shadow_EditLights_EditAll_f(void)
4041 if (!r_editlights.integer)
4043 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4047 for (light = r_shadow_worldlightchain;light;light = light->next)
4049 R_Shadow_SelectLight(light);
4050 R_Shadow_EditLights_Edit_f();
4054 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4056 int lightnumber, lightcount;
4060 if (!r_editlights.integer)
4066 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
4067 if (light == r_shadow_selectedlight)
4068 lightnumber = lightcount;
4069 sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4070 if (r_shadow_selectedlight == NULL)
4072 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4073 sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4074 sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4075 sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4076 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4077 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4078 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4079 sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4080 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4081 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4082 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4083 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4084 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4085 sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4086 sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4089 void R_Shadow_EditLights_ToggleShadow_f(void)
4091 if (!r_editlights.integer)
4093 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4096 if (!r_shadow_selectedlight)
4098 Con_Print("No selected light.\n");
4101 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);
4104 void R_Shadow_EditLights_ToggleCorona_f(void)
4106 if (!r_editlights.integer)
4108 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4111 if (!r_shadow_selectedlight)
4113 Con_Print("No selected light.\n");
4116 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);
4119 void R_Shadow_EditLights_Remove_f(void)
4121 if (!r_editlights.integer)
4123 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
4126 if (!r_shadow_selectedlight)
4128 Con_Print("No selected light.\n");
4131 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4132 r_shadow_selectedlight = NULL;
4135 void R_Shadow_EditLights_Help_f(void)
4138 "Documentation on r_editlights system:\n"
4140 "r_editlights : enable/disable editing mode\n"
4141 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4142 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4143 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4144 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4145 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4147 "r_editlights_help : this help\n"
4148 "r_editlights_clear : remove all lights\n"
4149 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4150 "r_editlights_save : save to .rtlights file\n"
4151 "r_editlights_spawn : create a light with default settings\n"
4152 "r_editlights_edit command : edit selected light - more documentation below\n"
4153 "r_editlights_remove : remove selected light\n"
4154 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4155 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4156 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4158 "origin x y z : set light location\n"
4159 "originx x: set x component of light location\n"
4160 "originy y: set y component of light location\n"
4161 "originz z: set z component of light location\n"
4162 "move x y z : adjust light location\n"
4163 "movex x: adjust x component of light location\n"
4164 "movey y: adjust y component of light location\n"
4165 "movez z: adjust z component of light location\n"
4166 "angles x y z : set light angles\n"
4167 "anglesx x: set x component of light angles\n"
4168 "anglesy y: set y component of light angles\n"
4169 "anglesz z: set z component of light angles\n"
4170 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4171 "radius radius : set radius (size) of light\n"
4172 "colorscale grey : multiply color of light (1 does nothing)\n"
4173 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4174 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4175 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4176 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4177 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4178 "shadows 1/0 : turn on/off shadows\n"
4179 "corona n : set corona intensity\n"
4180 "coronasize n : set corona size (0-1)\n"
4181 "ambient n : set ambient intensity (0-1)\n"
4182 "diffuse n : set diffuse intensity (0-1)\n"
4183 "specular n : set specular intensity (0-1)\n"
4184 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4185 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4186 "<nothing> : print light properties to console\n"
4190 void R_Shadow_EditLights_CopyInfo_f(void)
4192 if (!r_editlights.integer)
4194 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
4197 if (!r_shadow_selectedlight)
4199 Con_Print("No selected light.\n");
4202 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4203 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4204 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4205 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4206 if (r_shadow_selectedlight->cubemapname)
4207 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4209 r_shadow_bufferlight.cubemapname[0] = 0;
4210 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4211 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4212 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4213 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4214 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4215 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4216 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4219 void R_Shadow_EditLights_PasteInfo_f(void)
4221 if (!r_editlights.integer)
4223 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
4226 if (!r_shadow_selectedlight)
4228 Con_Print("No selected light.\n");
4231 R_Shadow_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);
4234 void R_Shadow_EditLights_Init(void)
4236 Cvar_RegisterVariable(&r_editlights);
4237 Cvar_RegisterVariable(&r_editlights_cursordistance);
4238 Cvar_RegisterVariable(&r_editlights_cursorpushback);
4239 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4240 Cvar_RegisterVariable(&r_editlights_cursorgrid);
4241 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4242 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
4243 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
4244 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
4245 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
4246 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
4247 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
4248 Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f);
4249 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
4250 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
4251 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
4252 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
4253 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
4254 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f);
4255 Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f);