3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_STENCIL,
149 R_SHADOW_RENDERMODE_SEPARATESTENCIL,
150 R_SHADOW_RENDERMODE_STENCILTWOSIDE,
151 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
152 R_SHADOW_RENDERMODE_LIGHT_DOT3,
153 R_SHADOW_RENDERMODE_LIGHT_GLSL,
154 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
155 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
157 r_shadow_rendermode_t;
159 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
161 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
163 int maxshadowtriangles;
166 int maxshadowvertices;
167 float *shadowvertex3f;
180 int r_shadow_buffer_numleafpvsbytes;
181 unsigned char *r_shadow_buffer_leafpvs;
182 int *r_shadow_buffer_leaflist;
184 int r_shadow_buffer_numsurfacepvsbytes;
185 unsigned char *r_shadow_buffer_surfacepvs;
186 int *r_shadow_buffer_surfacelist;
188 // current light's cull box (copied out of an rtlight or calculated by GetLightInfo)
189 vec3_t r_shadow_rtlight_cullmins;
190 vec3_t r_shadow_rtlight_cullmaxs;
192 rtexturepool_t *r_shadow_texturepool;
193 rtexture_t *r_shadow_attenuation2dtexture;
194 rtexture_t *r_shadow_attenuation3dtexture;
196 // lights are reloaded when this changes
197 char r_shadow_mapname[MAX_QPATH];
199 // used only for light filters (cubemaps)
200 rtexturepool_t *r_shadow_filters_texturepool;
202 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
203 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
204 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
205 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
206 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
207 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
208 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
209 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"};
210 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"};
211 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
212 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
213 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
214 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
215 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
216 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
217 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
218 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
219 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
220 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
221 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
222 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
223 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
224 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
225 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
226 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
227 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
228 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
229 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
230 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
231 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
232 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatetencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
233 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
234 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
235 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
236 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
237 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
238 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
239 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
241 float r_shadow_attenpower, r_shadow_attenscale;
243 rtlight_t *r_shadow_compilingrtlight;
244 dlight_t *r_shadow_worldlightchain;
245 dlight_t *r_shadow_selectedlight;
246 dlight_t r_shadow_bufferlight;
247 vec3_t r_editlights_cursorlocation;
249 extern int con_vislines;
251 typedef struct cubemapinfo_s
258 #define MAX_CUBEMAPS 256
259 static int numcubemaps;
260 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
262 void R_Shadow_UncompileWorldLights(void);
263 void R_Shadow_ClearWorldLights(void);
264 void R_Shadow_SaveWorldLights(void);
265 void R_Shadow_LoadWorldLights(void);
266 void R_Shadow_LoadLightsFile(void);
267 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
268 void R_Shadow_EditLights_Reload_f(void);
269 void R_Shadow_ValidateCvars(void);
270 static void R_Shadow_MakeTextures(void);
271 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
273 void r_shadow_start(void)
275 // allocate vertex processing arrays
277 r_shadow_attenuation2dtexture = NULL;
278 r_shadow_attenuation3dtexture = NULL;
279 r_shadow_texturepool = NULL;
280 r_shadow_filters_texturepool = NULL;
281 R_Shadow_ValidateCvars();
282 R_Shadow_MakeTextures();
283 maxshadowtriangles = 0;
284 shadowelements = NULL;
285 maxshadowvertices = 0;
286 shadowvertex3f = NULL;
294 shadowmarklist = NULL;
296 r_shadow_buffer_numleafpvsbytes = 0;
297 r_shadow_buffer_leafpvs = NULL;
298 r_shadow_buffer_leaflist = NULL;
299 r_shadow_buffer_numsurfacepvsbytes = 0;
300 r_shadow_buffer_surfacepvs = NULL;
301 r_shadow_buffer_surfacelist = NULL;
304 void r_shadow_shutdown(void)
306 R_Shadow_UncompileWorldLights();
308 r_shadow_attenuation2dtexture = NULL;
309 r_shadow_attenuation3dtexture = NULL;
310 R_FreeTexturePool(&r_shadow_texturepool);
311 R_FreeTexturePool(&r_shadow_filters_texturepool);
312 maxshadowtriangles = 0;
314 Mem_Free(shadowelements);
315 shadowelements = NULL;
317 Mem_Free(shadowvertex3f);
318 shadowvertex3f = NULL;
321 Mem_Free(vertexupdate);
324 Mem_Free(vertexremap);
330 Mem_Free(shadowmark);
333 Mem_Free(shadowmarklist);
334 shadowmarklist = NULL;
336 r_shadow_buffer_numleafpvsbytes = 0;
337 if (r_shadow_buffer_leafpvs)
338 Mem_Free(r_shadow_buffer_leafpvs);
339 r_shadow_buffer_leafpvs = NULL;
340 if (r_shadow_buffer_leaflist)
341 Mem_Free(r_shadow_buffer_leaflist);
342 r_shadow_buffer_leaflist = NULL;
343 r_shadow_buffer_numsurfacepvsbytes = 0;
344 if (r_shadow_buffer_surfacepvs)
345 Mem_Free(r_shadow_buffer_surfacepvs);
346 r_shadow_buffer_surfacepvs = NULL;
347 if (r_shadow_buffer_surfacelist)
348 Mem_Free(r_shadow_buffer_surfacelist);
349 r_shadow_buffer_surfacelist = NULL;
352 void r_shadow_newmap(void)
356 void R_Shadow_Help_f(void)
359 "Documentation on r_shadow system:\n"
361 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
362 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
363 "r_shadow_debuglight : render only this light number (-1 = all)\n"
364 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
365 "r_shadow_gloss2intensity : brightness of forced gloss\n"
366 "r_shadow_glossintensity : brightness of textured gloss\n"
367 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
368 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
369 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
370 "r_shadow_lightradiusscale : scale rendering radius of all lights\n"
371 "r_shadow_portallight : use portal visibility for static light precomputation\n"
372 "r_shadow_projectdistance : shadow volume projection distance\n"
373 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
374 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
375 "r_shadow_realtime_world : use high quality world lighting mode\n"
376 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
377 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
378 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
379 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
380 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
381 "r_shadow_scissor : use scissor optimization\n"
382 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
383 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
384 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
385 "r_showlighting : useful for performance testing; bright = slow!\n"
386 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
388 "r_shadow_help : this help\n"
392 void R_Shadow_Init(void)
394 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
395 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
396 Cvar_RegisterVariable(&r_shadow_debuglight);
397 Cvar_RegisterVariable(&r_shadow_gloss);
398 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
399 Cvar_RegisterVariable(&r_shadow_glossintensity);
400 Cvar_RegisterVariable(&r_shadow_glossexponent);
401 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
402 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
403 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
404 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
405 Cvar_RegisterVariable(&r_shadow_portallight);
406 Cvar_RegisterVariable(&r_shadow_projectdistance);
407 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
408 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
409 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
410 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
411 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
412 Cvar_RegisterVariable(&r_shadow_realtime_world);
413 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
414 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
415 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
416 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
417 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
418 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
419 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
420 Cvar_RegisterVariable(&r_shadow_scissor);
421 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
422 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
423 Cvar_RegisterVariable(&r_shadow_texture3d);
424 Cvar_RegisterVariable(&gl_ext_separatestencil);
425 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
426 if (gamemode == GAME_TENEBRAE)
428 Cvar_SetValue("r_shadow_gloss", 2);
429 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
431 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
432 R_Shadow_EditLights_Init();
433 r_shadow_worldlightchain = NULL;
434 maxshadowtriangles = 0;
435 shadowelements = NULL;
436 maxshadowvertices = 0;
437 shadowvertex3f = NULL;
445 shadowmarklist = NULL;
447 r_shadow_buffer_numleafpvsbytes = 0;
448 r_shadow_buffer_leafpvs = NULL;
449 r_shadow_buffer_leaflist = NULL;
450 r_shadow_buffer_numsurfacepvsbytes = 0;
451 r_shadow_buffer_surfacepvs = NULL;
452 r_shadow_buffer_surfacelist = NULL;
453 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
456 matrix4x4_t matrix_attenuationxyz =
459 {0.5, 0.0, 0.0, 0.5},
460 {0.0, 0.5, 0.0, 0.5},
461 {0.0, 0.0, 0.5, 0.5},
466 matrix4x4_t matrix_attenuationz =
469 {0.0, 0.0, 0.5, 0.5},
470 {0.0, 0.0, 0.0, 0.5},
471 {0.0, 0.0, 0.0, 0.5},
476 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
478 // make sure shadowelements is big enough for this volume
479 if (maxshadowtriangles < numtriangles)
481 maxshadowtriangles = numtriangles;
483 Mem_Free(shadowelements);
484 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
486 // make sure shadowvertex3f is big enough for this volume
487 if (maxshadowvertices < numvertices)
489 maxshadowvertices = numvertices;
491 Mem_Free(shadowvertex3f);
492 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
496 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
498 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
499 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
500 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
502 if (r_shadow_buffer_leafpvs)
503 Mem_Free(r_shadow_buffer_leafpvs);
504 if (r_shadow_buffer_leaflist)
505 Mem_Free(r_shadow_buffer_leaflist);
506 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
507 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
508 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
510 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
512 if (r_shadow_buffer_surfacepvs)
513 Mem_Free(r_shadow_buffer_surfacepvs);
514 if (r_shadow_buffer_surfacelist)
515 Mem_Free(r_shadow_buffer_surfacelist);
516 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
517 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
518 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
522 void R_Shadow_PrepareShadowMark(int numtris)
524 // make sure shadowmark is big enough for this volume
525 if (maxshadowmark < numtris)
527 maxshadowmark = numtris;
529 Mem_Free(shadowmark);
531 Mem_Free(shadowmarklist);
532 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
533 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
537 // if shadowmarkcount wrapped we clear the array and adjust accordingly
538 if (shadowmarkcount == 0)
541 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
546 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, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
549 int outtriangles = 0, outvertices = 0;
552 float ratio, direction[3], projectvector[3];
554 if (projectdirection)
555 VectorScale(projectdirection, projectdistance, projectvector);
557 VectorClear(projectvector);
559 if (maxvertexupdate < innumvertices)
561 maxvertexupdate = innumvertices;
563 Mem_Free(vertexupdate);
565 Mem_Free(vertexremap);
566 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
567 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
571 if (vertexupdatenum == 0)
574 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
575 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
578 for (i = 0;i < numshadowmarktris;i++)
579 shadowmark[shadowmarktris[i]] = shadowmarkcount;
581 // create the vertices
582 if (projectdirection)
584 for (i = 0;i < numshadowmarktris;i++)
586 element = inelement3i + shadowmarktris[i] * 3;
587 for (j = 0;j < 3;j++)
589 if (vertexupdate[element[j]] != vertexupdatenum)
591 vertexupdate[element[j]] = vertexupdatenum;
592 vertexremap[element[j]] = outvertices;
593 vertex = invertex3f + element[j] * 3;
594 // project one copy of the vertex according to projectvector
595 VectorCopy(vertex, outvertex3f);
596 VectorAdd(vertex, projectvector, (outvertex3f + 3));
605 for (i = 0;i < numshadowmarktris;i++)
607 element = inelement3i + shadowmarktris[i] * 3;
608 for (j = 0;j < 3;j++)
610 if (vertexupdate[element[j]] != vertexupdatenum)
612 vertexupdate[element[j]] = vertexupdatenum;
613 vertexremap[element[j]] = outvertices;
614 vertex = invertex3f + element[j] * 3;
615 // project one copy of the vertex to the sphere radius of the light
616 // (FIXME: would projecting it to the light box be better?)
617 VectorSubtract(vertex, projectorigin, direction);
618 ratio = projectdistance / VectorLength(direction);
619 VectorCopy(vertex, outvertex3f);
620 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
628 if (r_shadow_frontsidecasting.integer)
630 for (i = 0;i < numshadowmarktris;i++)
632 int remappedelement[3];
634 const int *neighbortriangle;
636 markindex = shadowmarktris[i] * 3;
637 element = inelement3i + markindex;
638 neighbortriangle = inneighbor3i + markindex;
639 // output the front and back triangles
640 outelement3i[0] = vertexremap[element[0]];
641 outelement3i[1] = vertexremap[element[1]];
642 outelement3i[2] = vertexremap[element[2]];
643 outelement3i[3] = vertexremap[element[2]] + 1;
644 outelement3i[4] = vertexremap[element[1]] + 1;
645 outelement3i[5] = vertexremap[element[0]] + 1;
649 // output the sides (facing outward from this triangle)
650 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
652 remappedelement[0] = vertexremap[element[0]];
653 remappedelement[1] = vertexremap[element[1]];
654 outelement3i[0] = remappedelement[1];
655 outelement3i[1] = remappedelement[0];
656 outelement3i[2] = remappedelement[0] + 1;
657 outelement3i[3] = remappedelement[1];
658 outelement3i[4] = remappedelement[0] + 1;
659 outelement3i[5] = remappedelement[1] + 1;
664 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
666 remappedelement[1] = vertexremap[element[1]];
667 remappedelement[2] = vertexremap[element[2]];
668 outelement3i[0] = remappedelement[2];
669 outelement3i[1] = remappedelement[1];
670 outelement3i[2] = remappedelement[1] + 1;
671 outelement3i[3] = remappedelement[2];
672 outelement3i[4] = remappedelement[1] + 1;
673 outelement3i[5] = remappedelement[2] + 1;
678 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
680 remappedelement[0] = vertexremap[element[0]];
681 remappedelement[2] = vertexremap[element[2]];
682 outelement3i[0] = remappedelement[0];
683 outelement3i[1] = remappedelement[2];
684 outelement3i[2] = remappedelement[2] + 1;
685 outelement3i[3] = remappedelement[0];
686 outelement3i[4] = remappedelement[2] + 1;
687 outelement3i[5] = remappedelement[0] + 1;
696 for (i = 0;i < numshadowmarktris;i++)
698 int remappedelement[3];
700 const int *neighbortriangle;
702 markindex = shadowmarktris[i] * 3;
703 element = inelement3i + markindex;
704 neighbortriangle = inneighbor3i + markindex;
705 // output the front and back triangles
706 outelement3i[0] = vertexremap[element[2]];
707 outelement3i[1] = vertexremap[element[1]];
708 outelement3i[2] = vertexremap[element[0]];
709 outelement3i[3] = vertexremap[element[0]] + 1;
710 outelement3i[4] = vertexremap[element[1]] + 1;
711 outelement3i[5] = vertexremap[element[2]] + 1;
715 // output the sides (facing outward from this triangle)
716 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
718 remappedelement[0] = vertexremap[element[0]];
719 remappedelement[1] = vertexremap[element[1]];
720 outelement3i[0] = remappedelement[0];
721 outelement3i[1] = remappedelement[1];
722 outelement3i[2] = remappedelement[1] + 1;
723 outelement3i[3] = remappedelement[0];
724 outelement3i[4] = remappedelement[1] + 1;
725 outelement3i[5] = remappedelement[0] + 1;
730 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
732 remappedelement[1] = vertexremap[element[1]];
733 remappedelement[2] = vertexremap[element[2]];
734 outelement3i[0] = remappedelement[1];
735 outelement3i[1] = remappedelement[2];
736 outelement3i[2] = remappedelement[2] + 1;
737 outelement3i[3] = remappedelement[1];
738 outelement3i[4] = remappedelement[2] + 1;
739 outelement3i[5] = remappedelement[1] + 1;
744 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
746 remappedelement[0] = vertexremap[element[0]];
747 remappedelement[2] = vertexremap[element[2]];
748 outelement3i[0] = remappedelement[2];
749 outelement3i[1] = remappedelement[0];
750 outelement3i[2] = remappedelement[0] + 1;
751 outelement3i[3] = remappedelement[2];
752 outelement3i[4] = remappedelement[0] + 1;
753 outelement3i[5] = remappedelement[2] + 1;
761 *outnumvertices = outvertices;
765 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris)
768 if (projectdistance < 0.1)
770 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
773 if (!numverts || !nummarktris)
775 // make sure shadowelements is big enough for this volume
776 if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
777 R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
778 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
779 r_refdef.stats.lights_dynamicshadowtriangles += tris;
780 R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements);
783 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
789 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
791 tend = firsttriangle + numtris;
792 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
793 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
794 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
796 // surface box entirely inside light box, no box cull
797 if (projectdirection)
799 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
801 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
802 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
803 shadowmarklist[numshadowmark++] = t;
808 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
809 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
810 shadowmarklist[numshadowmark++] = t;
815 // surface box not entirely inside light box, cull each triangle
816 if (projectdirection)
818 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
820 v[0] = invertex3f + e[0] * 3;
821 v[1] = invertex3f + e[1] * 3;
822 v[2] = invertex3f + e[2] * 3;
823 TriangleNormal(v[0], v[1], v[2], normal);
824 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
825 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
826 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
827 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
828 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
829 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
830 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
831 shadowmarklist[numshadowmark++] = t;
836 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
838 v[0] = invertex3f + e[0] * 3;
839 v[1] = invertex3f + e[1] * 3;
840 v[2] = invertex3f + e[2] * 3;
841 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
842 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
843 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
844 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
845 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
846 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
847 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
848 shadowmarklist[numshadowmark++] = t;
854 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
856 if (r_shadow_compilingrtlight)
858 // if we're compiling an rtlight, capture the mesh
859 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
862 r_refdef.stats.lights_shadowtriangles += numtriangles;
864 R_Mesh_VertexPointer(vertex3f);
865 GL_LockArrays(0, numvertices);
866 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
868 // decrement stencil if backface is behind depthbuffer
869 GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
870 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
871 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
872 // increment stencil if frontface is behind depthbuffer
873 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
874 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
876 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
881 static void R_Shadow_MakeTextures(void)
884 float v[3], intensity;
886 R_FreeTexturePool(&r_shadow_texturepool);
887 r_shadow_texturepool = R_AllocTexturePool();
888 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
889 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
890 #define ATTEN2DSIZE 64
891 #define ATTEN3DSIZE 32
892 data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
893 for (y = 0;y < ATTEN2DSIZE;y++)
895 for (x = 0;x < ATTEN2DSIZE;x++)
897 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
898 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
900 intensity = 1.0f - sqrt(DotProduct(v, v));
902 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
903 d = (int)bound(0, intensity, 255);
904 data[(y*ATTEN2DSIZE+x)*4+0] = d;
905 data[(y*ATTEN2DSIZE+x)*4+1] = d;
906 data[(y*ATTEN2DSIZE+x)*4+2] = d;
907 data[(y*ATTEN2DSIZE+x)*4+3] = d;
910 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
911 if (r_shadow_texture3d.integer && gl_texture3d)
913 for (z = 0;z < ATTEN3DSIZE;z++)
915 for (y = 0;y < ATTEN3DSIZE;y++)
917 for (x = 0;x < ATTEN3DSIZE;x++)
919 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
920 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
921 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
922 intensity = 1.0f - sqrt(DotProduct(v, v));
924 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
925 d = (int)bound(0, intensity, 255);
926 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
927 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
928 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
929 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
933 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
938 void R_Shadow_ValidateCvars(void)
940 if (r_shadow_texture3d.integer && !gl_texture3d)
941 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
942 if (gl_ext_separatestencil.integer && !gl_support_separatestencil)
943 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
944 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
945 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
948 // light currently being rendered
949 rtlight_t *r_shadow_rtlight;
951 // this is the location of the light in entity space
952 vec3_t r_shadow_entitylightorigin;
953 // this transforms entity coordinates to light filter cubemap coordinates
954 // (also often used for other purposes)
955 matrix4x4_t r_shadow_entitytolight;
956 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
957 // of attenuation texturing in full 3D (Z result often ignored)
958 matrix4x4_t r_shadow_entitytoattenuationxyz;
959 // this transforms only the Z to S, and T is always 0.5
960 matrix4x4_t r_shadow_entitytoattenuationz;
962 void R_Shadow_RenderMode_Begin(void)
964 R_Shadow_ValidateCvars();
966 if (!r_shadow_attenuation2dtexture
967 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
968 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
969 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
970 R_Shadow_MakeTextures();
973 R_Mesh_ColorPointer(NULL);
974 R_Mesh_ResetTextureState();
975 GL_BlendFunc(GL_ONE, GL_ZERO);
978 GL_Color(0, 0, 0, 1);
979 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
981 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
983 if (gl_ext_separatestencil.integer)
984 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
985 else if (gl_ext_stenciltwoside.integer)
986 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
988 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
990 if (r_glsl.integer && gl_support_fragment_shader)
991 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
992 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
993 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
995 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
998 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
1000 r_shadow_rtlight = rtlight;
1003 void R_Shadow_RenderMode_Reset(void)
1006 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1008 qglUseProgramObjectARB(0);CHECKGLERROR
1010 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1012 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1014 R_Mesh_ColorPointer(NULL);
1015 R_Mesh_ResetTextureState();
1017 GL_DepthMask(false);
1018 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1019 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1020 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1021 qglStencilMask(~0);CHECKGLERROR
1022 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1023 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1024 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
1025 GL_Color(1, 1, 1, 1);
1026 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1027 GL_BlendFunc(GL_ONE, GL_ZERO);
1030 void R_Shadow_RenderMode_StencilShadowVolumes(void)
1033 R_Shadow_RenderMode_Reset();
1034 GL_ColorMask(0, 0, 0, 0);
1035 qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1036 qglDepthFunc(GL_LESS);CHECKGLERROR
1037 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1038 r_shadow_rendermode = r_shadow_shadowingrendermode;
1039 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SEPARATESTENCIL)
1041 GL_CullFace(GL_NONE);
1042 qglStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR // quake is backwards, this is front faces
1043 qglStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR // quake is backwards, this is back faces
1045 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1047 GL_CullFace(GL_NONE);
1048 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1049 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR // quake is backwards, this is front faces
1050 qglStencilMask(~0);CHECKGLERROR
1051 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1052 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR // quake is backwards, this is back faces
1053 qglStencilMask(~0);CHECKGLERROR
1054 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1056 GL_Clear(GL_STENCIL_BUFFER_BIT);
1057 r_refdef.stats.lights_clears++;
1060 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1063 R_Shadow_RenderMode_Reset();
1064 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1067 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1071 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1072 // only draw light where this geometry was already rendered AND the
1073 // stencil is 128 (values other than this mean shadow)
1074 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
1076 r_shadow_rendermode = r_shadow_lightingrendermode;
1077 // do global setup needed for the chosen lighting mode
1078 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1080 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
1081 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
1082 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
1083 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
1084 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
1085 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
1086 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
1087 R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); // lightmap
1088 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap
1089 R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow
1090 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
1091 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1092 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
1097 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1100 R_Shadow_RenderMode_Reset();
1101 GL_BlendFunc(GL_ONE, GL_ONE);
1102 GL_DepthTest(r_showshadowvolumes.integer < 2);
1103 GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1);
1104 qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1105 GL_CullFace(GL_NONE);
1106 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1109 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1112 R_Shadow_RenderMode_Reset();
1113 GL_BlendFunc(GL_ONE, GL_ONE);
1114 GL_DepthTest(r_showlighting.integer < 2);
1115 GL_Color(0.1 * r_view.colorscale, 0.0125 * r_view.colorscale, 0, 1);
1118 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1122 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1123 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
1125 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1128 void R_Shadow_RenderMode_End(void)
1131 R_Shadow_RenderMode_Reset();
1132 R_Shadow_RenderMode_ActiveLight(NULL);
1134 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1135 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1138 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1140 int i, ix1, iy1, ix2, iy2;
1141 float x1, y1, x2, y2;
1144 mplane_t planes[11];
1145 float vertex3f[256*3];
1147 // if view is inside the light box, just say yes it's visible
1148 if (BoxesOverlap(r_view.origin, r_view.origin, mins, maxs))
1150 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1154 // create a temporary brush describing the area the light can affect in worldspace
1155 VectorNegate(r_view.frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -r_view.frustum[0].dist;
1156 VectorNegate(r_view.frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -r_view.frustum[1].dist;
1157 VectorNegate(r_view.frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -r_view.frustum[2].dist;
1158 VectorNegate(r_view.frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -r_view.frustum[3].dist;
1159 VectorNegate(r_view.frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -r_view.frustum[4].dist;
1160 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1161 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1162 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1163 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1164 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1165 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1167 // turn the brush into a mesh
1168 memset(&mesh, 0, sizeof(rmesh_t));
1169 mesh.maxvertices = 256;
1170 mesh.vertex3f = vertex3f;
1171 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1172 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1174 // if that mesh is empty, the light is not visible at all
1175 if (!mesh.numvertices)
1178 if (!r_shadow_scissor.integer)
1181 // if that mesh is not empty, check what area of the screen it covers
1182 x1 = y1 = x2 = y2 = 0;
1184 //Con_Printf("%i vertices to transform...\n", mesh.numvertices);
1185 for (i = 0;i < mesh.numvertices;i++)
1187 VectorCopy(mesh.vertex3f + i * 3, v);
1188 GL_TransformToScreen(v, v2);
1189 //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]);
1192 if (x1 > v2[0]) x1 = v2[0];
1193 if (x2 < v2[0]) x2 = v2[0];
1194 if (y1 > v2[1]) y1 = v2[1];
1195 if (y2 < v2[1]) y2 = v2[1];
1204 // now convert the scissor rectangle to integer screen coordinates
1205 ix1 = (int)(x1 - 1.0f);
1206 iy1 = (int)(y1 - 1.0f);
1207 ix2 = (int)(x2 + 1.0f);
1208 iy2 = (int)(y2 + 1.0f);
1209 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1211 // clamp it to the screen
1212 if (ix1 < r_view.x) ix1 = r_view.x;
1213 if (iy1 < r_view.y) iy1 = r_view.y;
1214 if (ix2 > r_view.x + r_view.width) ix2 = r_view.x + r_view.width;
1215 if (iy2 > r_view.y + r_view.height) iy2 = r_view.y + r_view.height;
1217 // if it is inside out, it's not visible
1218 if (ix2 <= ix1 || iy2 <= iy1)
1221 // the light area is visible, set up the scissor rectangle
1222 GL_Scissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1223 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR
1224 //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR
1225 r_refdef.stats.lights_scissored++;
1229 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
1231 int numverts = surface->num_vertices;
1232 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1233 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1234 float *color4f = rsurface_array_color4f + 4 * surface->num_firstvertex;
1235 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1236 if (r_textureunits.integer >= 3)
1238 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1240 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1241 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1242 if ((dot = DotProduct(n, v)) < 0)
1244 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1245 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
1246 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
1247 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
1248 if (r_refdef.fogenabled)
1250 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1251 VectorScale(color4f, f, color4f);
1255 VectorClear(color4f);
1259 else if (r_textureunits.integer >= 2)
1261 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1263 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1264 if ((dist = fabs(v[2])) < 1)
1266 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1267 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1268 if ((dot = DotProduct(n, v)) < 0)
1270 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1271 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1272 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1273 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1277 color4f[0] = ambientcolor[0] * distintensity;
1278 color4f[1] = ambientcolor[1] * distintensity;
1279 color4f[2] = ambientcolor[2] * distintensity;
1281 if (r_refdef.fogenabled)
1283 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1284 VectorScale(color4f, f, color4f);
1288 VectorClear(color4f);
1294 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1296 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1297 if ((dist = DotProduct(v, v)) < 1)
1300 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1301 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1302 if ((dot = DotProduct(n, v)) < 0)
1304 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1305 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1306 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1307 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1311 color4f[0] = ambientcolor[0] * distintensity;
1312 color4f[1] = ambientcolor[1] * distintensity;
1313 color4f[2] = ambientcolor[2] * distintensity;
1315 if (r_refdef.fogenabled)
1317 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1318 VectorScale(color4f, f, color4f);
1322 VectorClear(color4f);
1328 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1330 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
1332 int surfacelistindex;
1333 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1335 const msurface_t *surface = surfacelist[surfacelistindex];
1337 float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
1338 const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1339 const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
1340 const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
1341 const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1343 for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1345 VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
1346 // the cubemap normalizes this for us
1347 out3f[0] = DotProduct(svector3f, lightdir);
1348 out3f[1] = DotProduct(tvector3f, lightdir);
1349 out3f[2] = DotProduct(normal3f, lightdir);
1354 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
1356 int surfacelistindex;
1357 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1359 const msurface_t *surface = surfacelist[surfacelistindex];
1361 float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
1362 const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1363 const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
1364 const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
1365 const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1366 float lightdir[3], eyedir[3], halfdir[3];
1367 for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1369 VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
1370 VectorNormalize(lightdir);
1371 VectorSubtract(rsurface_modelorg, vertex3f, eyedir);
1372 VectorNormalize(eyedir);
1373 VectorAdd(lightdir, eyedir, halfdir);
1374 // the cubemap normalizes this for us
1375 out3f[0] = DotProduct(svector3f, halfdir);
1376 out3f[1] = DotProduct(tvector3f, halfdir);
1377 out3f[2] = DotProduct(normal3f, halfdir);
1382 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1384 // used to display how many times a surface is lit for level design purposes
1385 GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1);
1386 R_Mesh_ColorPointer(NULL);
1387 R_Mesh_ResetTextureState();
1388 RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist);
1389 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1390 GL_LockArrays(0, 0);
1393 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1395 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1396 RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
1397 R_SetupSurfaceShader(lightcolorbase, false);
1398 R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
1399 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1400 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1401 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1402 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1404 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1406 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1407 GL_LockArrays(0, 0);
1408 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1410 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1414 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(int numsurfaces, msurface_t **surfacelist, float r, float g, float b)
1416 // shared final code for all the dot3 layers
1418 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
1419 for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
1421 GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
1422 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1423 GL_LockArrays(0, 0);
1427 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1430 // colorscale accounts for how much we multiply the brightness
1433 // mult is how many times the final pass of the lighting will be
1434 // performed to get more brightness than otherwise possible.
1436 // Limit mult to 64 for sanity sake.
1438 if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1440 // 3 3D combine path (Geforce3, Radeon 8500)
1441 memset(&m, 0, sizeof(m));
1442 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1443 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1444 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1445 m.tex[1] = R_GetTexture(basetexture);
1446 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
1447 m.texmatrix[1] = rsurface_texture->currenttexmatrix;
1448 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1449 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1450 m.texmatrix[2] = r_shadow_entitytolight;
1451 GL_BlendFunc(GL_ONE, GL_ONE);
1453 else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1455 // 2 3D combine path (Geforce3, original Radeon)
1456 memset(&m, 0, sizeof(m));
1457 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1458 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1459 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1460 m.tex[1] = R_GetTexture(basetexture);
1461 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
1462 m.texmatrix[1] = rsurface_texture->currenttexmatrix;
1463 GL_BlendFunc(GL_ONE, GL_ONE);
1465 else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1467 // 4 2D combine path (Geforce3, Radeon 8500)
1468 memset(&m, 0, sizeof(m));
1469 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1470 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1471 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1472 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1473 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1474 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1475 m.tex[2] = R_GetTexture(basetexture);
1476 m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
1477 m.texmatrix[2] = rsurface_texture->currenttexmatrix;
1478 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1480 m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1481 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1482 m.texmatrix[3] = r_shadow_entitytolight;
1484 GL_BlendFunc(GL_ONE, GL_ONE);
1486 else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1488 // 3 2D combine path (Geforce3, original Radeon)
1489 memset(&m, 0, sizeof(m));
1490 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1491 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1492 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1493 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1494 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1495 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1496 m.tex[2] = R_GetTexture(basetexture);
1497 m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
1498 m.texmatrix[2] = rsurface_texture->currenttexmatrix;
1499 GL_BlendFunc(GL_ONE, GL_ONE);
1503 // 2/2/2 2D combine path (any dot3 card)
1504 memset(&m, 0, sizeof(m));
1505 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1506 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1507 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1508 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1509 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1510 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1511 R_Mesh_TextureState(&m);
1512 GL_ColorMask(0,0,0,1);
1513 GL_BlendFunc(GL_ONE, GL_ZERO);
1514 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1515 GL_LockArrays(0, 0);
1518 memset(&m, 0, sizeof(m));
1519 m.tex[0] = R_GetTexture(basetexture);
1520 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1521 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1522 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1524 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1525 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1526 m.texmatrix[1] = r_shadow_entitytolight;
1528 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1530 // this final code is shared
1531 R_Mesh_TextureState(&m);
1532 R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1535 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1538 // colorscale accounts for how much we multiply the brightness
1541 // mult is how many times the final pass of the lighting will be
1542 // performed to get more brightness than otherwise possible.
1544 // Limit mult to 64 for sanity sake.
1546 // generate normalization cubemap texcoords
1547 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(numsurfaces, surfacelist);
1548 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1550 // 3/2 3D combine path (Geforce3, Radeon 8500)
1551 memset(&m, 0, sizeof(m));
1552 m.tex[0] = R_GetTexture(normalmaptexture);
1553 m.texcombinergb[0] = GL_REPLACE;
1554 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1555 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1556 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1557 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1558 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1559 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1560 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1561 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1562 R_Mesh_TextureState(&m);
1563 GL_ColorMask(0,0,0,1);
1564 GL_BlendFunc(GL_ONE, GL_ZERO);
1565 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1566 GL_LockArrays(0, 0);
1569 memset(&m, 0, sizeof(m));
1570 m.tex[0] = R_GetTexture(basetexture);
1571 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1572 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1573 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1575 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1576 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1577 m.texmatrix[1] = r_shadow_entitytolight;
1579 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1581 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1583 // 1/2/2 3D combine path (original Radeon)
1584 memset(&m, 0, sizeof(m));
1585 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1586 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1587 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1588 R_Mesh_TextureState(&m);
1589 GL_ColorMask(0,0,0,1);
1590 GL_BlendFunc(GL_ONE, GL_ZERO);
1591 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1592 GL_LockArrays(0, 0);
1595 memset(&m, 0, sizeof(m));
1596 m.tex[0] = R_GetTexture(normalmaptexture);
1597 m.texcombinergb[0] = GL_REPLACE;
1598 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1599 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1600 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1601 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1602 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1603 R_Mesh_TextureState(&m);
1604 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1605 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1606 GL_LockArrays(0, 0);
1609 memset(&m, 0, sizeof(m));
1610 m.tex[0] = R_GetTexture(basetexture);
1611 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1612 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1613 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1615 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1616 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1617 m.texmatrix[1] = r_shadow_entitytolight;
1619 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1621 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1623 // 2/2 3D combine path (original Radeon)
1624 memset(&m, 0, sizeof(m));
1625 m.tex[0] = R_GetTexture(normalmaptexture);
1626 m.texcombinergb[0] = GL_REPLACE;
1627 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1628 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1629 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1630 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1631 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1632 R_Mesh_TextureState(&m);
1633 GL_ColorMask(0,0,0,1);
1634 GL_BlendFunc(GL_ONE, GL_ZERO);
1635 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1636 GL_LockArrays(0, 0);
1639 memset(&m, 0, sizeof(m));
1640 m.tex[0] = R_GetTexture(basetexture);
1641 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1642 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1643 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1644 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1645 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1646 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1648 else if (r_textureunits.integer >= 4)
1650 // 4/2 2D combine path (Geforce3, Radeon 8500)
1651 memset(&m, 0, sizeof(m));
1652 m.tex[0] = R_GetTexture(normalmaptexture);
1653 m.texcombinergb[0] = GL_REPLACE;
1654 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1655 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1656 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1657 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1658 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1659 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1660 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1661 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1662 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1663 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1664 m.texmatrix[3] = r_shadow_entitytoattenuationz;
1665 R_Mesh_TextureState(&m);
1666 GL_ColorMask(0,0,0,1);
1667 GL_BlendFunc(GL_ONE, GL_ZERO);
1668 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1669 GL_LockArrays(0, 0);
1672 memset(&m, 0, sizeof(m));
1673 m.tex[0] = R_GetTexture(basetexture);
1674 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1675 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1676 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1678 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1679 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1680 m.texmatrix[1] = r_shadow_entitytolight;
1682 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1686 // 2/2/2 2D combine path (any dot3 card)
1687 memset(&m, 0, sizeof(m));
1688 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1689 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1690 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1691 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1692 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1693 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1694 R_Mesh_TextureState(&m);
1695 GL_ColorMask(0,0,0,1);
1696 GL_BlendFunc(GL_ONE, GL_ZERO);
1697 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1698 GL_LockArrays(0, 0);
1701 memset(&m, 0, sizeof(m));
1702 m.tex[0] = R_GetTexture(normalmaptexture);
1703 m.texcombinergb[0] = GL_REPLACE;
1704 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1705 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1706 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1707 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1708 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1709 R_Mesh_TextureState(&m);
1710 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1711 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1712 GL_LockArrays(0, 0);
1715 memset(&m, 0, sizeof(m));
1716 m.tex[0] = R_GetTexture(basetexture);
1717 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1718 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1719 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1721 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1722 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1723 m.texmatrix[1] = r_shadow_entitytolight;
1725 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1727 // this final code is shared
1728 R_Mesh_TextureState(&m);
1729 R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1732 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
1734 float glossexponent;
1736 // FIXME: detect blendsquare!
1737 //if (!gl_support_blendsquare)
1740 // generate normalization cubemap texcoords
1741 R_Shadow_GenTexCoords_Specular_NormalCubeMap(numsurfaces, surfacelist);
1742 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1744 // 2/0/0/1/2 3D combine blendsquare path
1745 memset(&m, 0, sizeof(m));
1746 m.tex[0] = R_GetTexture(normalmaptexture);
1747 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1748 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1749 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1750 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1751 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1752 R_Mesh_TextureState(&m);
1753 GL_ColorMask(0,0,0,1);
1754 // this squares the result
1755 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1756 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1757 GL_LockArrays(0, 0);
1759 // second and third pass
1760 R_Mesh_ResetTextureState();
1761 // square alpha in framebuffer a few times to make it shiny
1762 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1763 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
1764 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1765 GL_LockArrays(0, 0);
1768 memset(&m, 0, sizeof(m));
1769 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1770 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1771 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1772 R_Mesh_TextureState(&m);
1773 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1774 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1775 GL_LockArrays(0, 0);
1778 memset(&m, 0, sizeof(m));
1779 m.tex[0] = R_GetTexture(glosstexture);
1780 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1781 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1782 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1784 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1785 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1786 m.texmatrix[1] = r_shadow_entitytolight;
1788 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1790 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1792 // 2/0/0/2 3D combine blendsquare path
1793 memset(&m, 0, sizeof(m));
1794 m.tex[0] = R_GetTexture(normalmaptexture);
1795 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1796 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1797 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1798 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1799 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1800 R_Mesh_TextureState(&m);
1801 GL_ColorMask(0,0,0,1);
1802 // this squares the result
1803 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1804 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1805 GL_LockArrays(0, 0);
1807 // second and third pass
1808 R_Mesh_ResetTextureState();
1809 // square alpha in framebuffer a few times to make it shiny
1810 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1811 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
1812 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1813 GL_LockArrays(0, 0);
1816 memset(&m, 0, sizeof(m));
1817 m.tex[0] = R_GetTexture(glosstexture);
1818 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1819 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1820 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1821 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1822 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1823 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1827 // 2/0/0/2/2 2D combine blendsquare path
1828 memset(&m, 0, sizeof(m));
1829 m.tex[0] = R_GetTexture(normalmaptexture);
1830 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1831 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1832 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1833 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1834 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1835 R_Mesh_TextureState(&m);
1836 GL_ColorMask(0,0,0,1);
1837 // this squares the result
1838 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1839 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1840 GL_LockArrays(0, 0);
1842 // second and third pass
1843 R_Mesh_ResetTextureState();
1844 // square alpha in framebuffer a few times to make it shiny
1845 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1846 for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
1847 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1848 GL_LockArrays(0, 0);
1851 memset(&m, 0, sizeof(m));
1852 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1853 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1854 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1855 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1856 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1857 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1858 R_Mesh_TextureState(&m);
1859 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1860 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1861 GL_LockArrays(0, 0);
1864 memset(&m, 0, sizeof(m));
1865 m.tex[0] = R_GetTexture(glosstexture);
1866 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1867 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1868 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1870 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1871 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1872 m.texmatrix[1] = r_shadow_entitytolight;
1874 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1876 // this final code is shared
1877 R_Mesh_TextureState(&m);
1878 R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1881 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1883 // ARB path (any Geforce, any Radeon)
1884 qboolean doambient = r_shadow_rtlight->ambientscale > 0;
1885 qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
1886 qboolean dospecular = specularscale > 0;
1887 if (!doambient && !dodiffuse && !dospecular)
1889 RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
1890 R_Mesh_ColorPointer(NULL);
1892 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
1894 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
1898 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
1900 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
1905 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
1907 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
1910 R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(numsurfaces, surfacelist, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
1913 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int numsurfaces, msurface_t **surfacelist, vec3_t diffusecolor2, vec3_t ambientcolor2)
1915 int surfacelistindex;
1917 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1919 const msurface_t *surface = surfacelist[surfacelistindex];
1920 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
1922 for (renders = 0;renders < 64;renders++)
1928 int newnumtriangles;
1930 int newelements[3072];
1934 newnumtriangles = 0;
1936 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1938 const msurface_t *surface = surfacelist[surfacelistindex];
1939 const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1941 // due to low fillrate on the cards this vertex lighting path is
1942 // designed for, we manually cull all triangles that do not
1943 // contain a lit vertex
1944 // this builds batches of triangles from multiple surfaces and
1945 // renders them at once
1946 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
1948 if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
1950 if (newnumtriangles)
1952 firstvertex = min(firstvertex, e[0]);
1953 lastvertex = max(lastvertex, e[0]);
1960 firstvertex = min(firstvertex, e[1]);
1961 lastvertex = max(lastvertex, e[1]);
1962 firstvertex = min(firstvertex, e[2]);
1963 lastvertex = max(lastvertex, e[2]);
1969 if (newnumtriangles >= 1024)
1971 GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
1972 R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
1973 newnumtriangles = 0;
1980 if (newnumtriangles >= 1)
1982 GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
1983 R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
1986 GL_LockArrays(0, 0);
1987 // if we couldn't find any lit triangles, exit early
1990 // now reduce the intensity for the next overbright pass
1991 // we have to clamp to 0 here incase the drivers have improper
1992 // handling of negative colors
1993 // (some old drivers even have improper handling of >1 color)
1995 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1999 const msurface_t *surface = surfacelist[surfacelistindex];
2000 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2002 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2004 c[0] = max(0, c[0] - 1);
2005 c[1] = max(0, c[1] - 1);
2006 c[2] = max(0, c[2] - 1);
2019 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
2021 // OpenGL 1.1 path (anything)
2022 model_t *model = rsurface_entity->model;
2023 float ambientcolorbase[3], diffusecolorbase[3];
2024 float ambientcolorpants[3], diffusecolorpants[3];
2025 float ambientcolorshirt[3], diffusecolorshirt[3];
2027 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorbase);
2028 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorbase);
2029 VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorpants);
2030 VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorpants);
2031 VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorshirt);
2032 VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorshirt);
2033 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2034 R_Mesh_ColorPointer(rsurface_array_color4f);
2035 memset(&m, 0, sizeof(m));
2036 m.tex[0] = R_GetTexture(basetexture);
2037 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
2038 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
2039 if (r_textureunits.integer >= 2)
2042 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2043 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2044 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2045 if (r_textureunits.integer >= 3)
2047 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2048 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2049 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2050 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2053 R_Mesh_TextureState(&m);
2054 RSurf_PrepareVerticesForBatch(true, false, numsurfaces, surfacelist);
2055 R_Mesh_TexBind(0, R_GetTexture(basetexture));
2056 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorbase, ambientcolorbase);
2059 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2060 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorpants, ambientcolorpants);
2064 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2065 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorshirt, ambientcolorshirt);
2069 void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist)
2071 // FIXME: support MATERIALFLAG_NODEPTHTEST
2072 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2073 // calculate colors to render this texture with
2074 lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha;
2075 lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha;
2076 lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha;
2077 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2079 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
2080 GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2081 if (rsurface_texture->colormapping)
2083 qboolean dopants = rsurface_texture->currentskinframe->pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f);
2084 qboolean doshirt = rsurface_texture->currentskinframe->shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2087 lightcolorpants[0] = lightcolorbase[0] * rsurface_entity->colormap_pantscolor[0];
2088 lightcolorpants[1] = lightcolorbase[1] * rsurface_entity->colormap_pantscolor[1];
2089 lightcolorpants[2] = lightcolorbase[2] * rsurface_entity->colormap_pantscolor[2];
2092 VectorClear(lightcolorpants);
2095 lightcolorshirt[0] = lightcolorbase[0] * rsurface_entity->colormap_shirtcolor[0];
2096 lightcolorshirt[1] = lightcolorbase[1] * rsurface_entity->colormap_shirtcolor[1];
2097 lightcolorshirt[2] = lightcolorbase[2] * rsurface_entity->colormap_shirtcolor[2];
2100 VectorClear(lightcolorshirt);
2101 switch (r_shadow_rendermode)
2103 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2104 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2105 R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2107 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2108 R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2110 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2111 R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2113 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2114 R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2117 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2123 switch (r_shadow_rendermode)
2125 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2126 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2127 R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2129 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2130 R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2132 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2133 R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2135 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2136 R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2139 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2145 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, qboolean shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2147 matrix4x4_t tempmatrix = *matrix;
2148 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2150 // if this light has been compiled before, free the associated data
2151 R_RTLight_Uncompile(rtlight);
2153 // clear it completely to avoid any lingering data
2154 memset(rtlight, 0, sizeof(*rtlight));
2156 // copy the properties
2157 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2158 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2159 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2160 VectorCopy(color, rtlight->color);
2161 rtlight->cubemapname[0] = 0;
2162 if (cubemapname && cubemapname[0])
2163 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2164 rtlight->shadow = shadow;
2165 rtlight->corona = corona;
2166 rtlight->style = style;
2167 rtlight->isstatic = isstatic;
2168 rtlight->coronasizescale = coronasizescale;
2169 rtlight->ambientscale = ambientscale;
2170 rtlight->diffusescale = diffusescale;
2171 rtlight->specularscale = specularscale;
2172 rtlight->flags = flags;
2174 // compute derived data
2175 //rtlight->cullradius = rtlight->radius;
2176 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2177 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2178 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2179 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2180 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2181 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2182 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2185 // compiles rtlight geometry
2186 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2187 void R_RTLight_Compile(rtlight_t *rtlight)
2189 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2190 entity_render_t *ent = r_refdef.worldentity;
2191 model_t *model = r_refdef.worldmodel;
2192 unsigned char *data;
2194 // compile the light
2195 rtlight->compiled = true;
2196 rtlight->static_numleafs = 0;
2197 rtlight->static_numleafpvsbytes = 0;
2198 rtlight->static_leaflist = NULL;
2199 rtlight->static_leafpvs = NULL;
2200 rtlight->static_numsurfaces = 0;
2201 rtlight->static_surfacelist = NULL;
2202 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2203 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2204 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2205 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2206 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2207 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2209 if (model && model->GetLightInfo)
2211 // this variable must be set for the CompileShadowVolume code
2212 r_shadow_compilingrtlight = rtlight;
2213 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2214 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);
2215 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2216 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2217 rtlight->static_numleafs = numleafs;
2218 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2219 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2220 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2221 rtlight->static_numsurfaces = numsurfaces;
2222 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2224 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2225 if (numleafpvsbytes)
2226 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2228 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2229 if (model->CompileShadowVolume && rtlight->shadow)
2230 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2231 // now we're done compiling the rtlight
2232 r_shadow_compilingrtlight = NULL;
2236 // use smallest available cullradius - box radius or light radius
2237 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2238 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2242 if (rtlight->static_meshchain_shadow)
2245 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2248 shadowtris += mesh->numtriangles;
2252 if (developer.integer >= 10)
2253 Con_Printf("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);
2256 void R_RTLight_Uncompile(rtlight_t *rtlight)
2258 if (rtlight->compiled)
2260 if (rtlight->static_meshchain_shadow)
2261 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2262 rtlight->static_meshchain_shadow = NULL;
2263 // these allocations are grouped
2264 if (rtlight->static_leaflist)
2265 Mem_Free(rtlight->static_leaflist);
2266 rtlight->static_numleafs = 0;
2267 rtlight->static_numleafpvsbytes = 0;
2268 rtlight->static_leaflist = NULL;
2269 rtlight->static_leafpvs = NULL;
2270 rtlight->static_numsurfaces = 0;
2271 rtlight->static_surfacelist = NULL;
2272 rtlight->compiled = false;
2276 void R_Shadow_UncompileWorldLights(void)
2279 for (light = r_shadow_worldlightchain;light;light = light->next)
2280 R_RTLight_Uncompile(&light->rtlight);
2283 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2285 model_t *model = ent->model;
2286 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2287 vec_t relativeshadowradius;
2288 if (ent == r_refdef.worldentity)
2290 RSurf_ActiveWorldEntity();
2291 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2295 for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2297 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
2298 R_Mesh_VertexPointer(mesh->vertex3f);
2299 GL_LockArrays(0, mesh->numverts);
2300 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2302 // decrement stencil if backface is behind depthbuffer
2303 GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
2304 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2305 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2306 // increment stencil if frontface is behind depthbuffer
2307 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2308 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2310 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2311 GL_LockArrays(0, 0);
2315 else if (numsurfaces)
2316 model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, NULL, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs);
2320 RSurf_ActiveModelEntity(ent, false, false);
2321 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2322 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2323 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2324 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2325 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2326 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2327 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2328 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2329 model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2333 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2335 // set up properties for rendering light onto this entity
2336 if (ent == r_refdef.worldentity)
2337 RSurf_ActiveWorldEntity();
2339 RSurf_ActiveModelEntity(ent, true, true);
2340 Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2341 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2342 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2343 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2344 if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2345 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2348 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2350 model_t *model = ent->model;
2351 if (!model->DrawLight)
2353 R_Shadow_SetupEntityLight(ent);
2354 if (ent == r_refdef.worldentity)
2355 model->DrawLight(ent, numsurfaces, surfacelist);
2357 model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist);
2360 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2364 int numleafs, numsurfaces;
2365 int *leaflist, *surfacelist;
2366 unsigned char *leafpvs;
2367 int numlightentities;
2368 int numshadowentities;
2369 entity_render_t *lightentities[MAX_EDICTS];
2370 entity_render_t *shadowentities[MAX_EDICTS];
2372 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2373 // skip lights that are basically invisible (color 0 0 0)
2374 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2377 // loading is done before visibility checks because loading should happen
2378 // all at once at the start of a level, not when it stalls gameplay.
2379 // (especially important to benchmarks)
2381 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2382 R_RTLight_Compile(rtlight);
2384 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2386 // look up the light style value at this time
2387 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2388 VectorScale(rtlight->color, f, rtlight->currentcolor);
2390 if (rtlight->selected)
2392 f = 2 + sin(realtime * M_PI * 4.0);
2393 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2397 // if lightstyle is currently off, don't draw the light
2398 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2401 // if the light box is offscreen, skip it
2402 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2405 VectorCopy(rtlight->cullmins, r_shadow_rtlight_cullmins);
2406 VectorCopy(rtlight->cullmaxs, r_shadow_rtlight_cullmaxs);
2408 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2410 // compiled light, world available and can receive realtime lighting
2411 // retrieve leaf information
2412 numleafs = rtlight->static_numleafs;
2413 leaflist = rtlight->static_leaflist;
2414 leafpvs = rtlight->static_leafpvs;
2415 numsurfaces = rtlight->static_numsurfaces;
2416 surfacelist = rtlight->static_surfacelist;
2418 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2420 // dynamic light, world available and can receive realtime lighting
2421 // calculate lit surfaces and leafs
2422 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2423 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2424 leaflist = r_shadow_buffer_leaflist;
2425 leafpvs = r_shadow_buffer_leafpvs;
2426 surfacelist = r_shadow_buffer_surfacelist;
2427 // if the reduced leaf bounds are offscreen, skip it
2428 if (R_CullBox(r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
2440 // check if light is illuminating any visible leafs
2443 for (i = 0;i < numleafs;i++)
2444 if (r_viewcache.world_leafvisible[leaflist[i]])
2449 // set up a scissor rectangle for this light
2450 if (R_Shadow_ScissorForBBox(r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
2453 // make a list of lit entities and shadow casting entities
2454 numlightentities = 0;
2455 numshadowentities = 0;
2456 // don't count the world unless some surfaces are actually lit
2459 lightentities[numlightentities++] = r_refdef.worldentity;
2460 shadowentities[numshadowentities++] = r_refdef.worldentity;
2462 // add dynamic entities that are lit by the light
2463 if (r_drawentities.integer)
2465 for (i = 0;i < r_refdef.numentities;i++)
2468 entity_render_t *ent = r_refdef.entities[i];
2470 if (!BoxesOverlap(ent->mins, ent->maxs, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
2472 if (!(model = ent->model))
2474 if (r_viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
2476 // this entity wants to receive light, is visible, and is
2477 // inside the light box
2478 // TODO: check if the surfaces in the model can receive light
2479 // so now check if it's in a leaf seen by the light
2480 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
2482 lightentities[numlightentities++] = ent;
2483 // since it is lit, it probably also casts a shadow...
2484 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2485 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2486 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
2487 shadowentities[numshadowentities++] = ent;
2489 else if (ent->flags & RENDER_SHADOW)
2491 // this entity is not receiving light, but may still need to
2493 // TODO: check if the surfaces in the model can cast shadow
2494 // now check if it is in a leaf seen by the light
2495 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
2497 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2498 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2499 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
2500 shadowentities[numshadowentities++] = ent;
2505 // return if there's nothing at all to light
2506 if (!numlightentities)
2509 // don't let sound skip if going slow
2510 if (r_refdef.extraupdate)
2513 // make this the active rtlight for rendering purposes
2514 R_Shadow_RenderMode_ActiveLight(rtlight);
2515 // count this light in the r_speeds
2516 r_refdef.stats.lights++;
2519 if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
2521 // draw stencil shadow volumes to mask off pixels that are in shadow
2522 // so that they won't receive lighting
2526 R_Shadow_RenderMode_StencilShadowVolumes();
2527 for (i = 0;i < numshadowentities;i++)
2528 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2531 // optionally draw visible shape of the shadow volumes
2532 // for performance analysis by level designers
2533 if (r_showshadowvolumes.integer)
2535 R_Shadow_RenderMode_VisibleShadowVolumes();
2536 for (i = 0;i < numshadowentities;i++)
2537 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2541 if (numlightentities)
2543 // draw lighting in the unmasked areas
2544 R_Shadow_RenderMode_Lighting(usestencil, false);
2545 for (i = 0;i < numlightentities;i++)
2546 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2548 // optionally draw the illuminated areas
2549 // for performance analysis by level designers
2550 if (r_showlighting.integer)
2552 R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
2553 for (i = 0;i < numlightentities;i++)
2554 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2559 void R_ShadowVolumeLighting(qboolean visible)
2564 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2565 R_Shadow_EditLights_Reload_f();
2567 R_Shadow_RenderMode_Begin();
2569 flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2570 if (r_shadow_debuglight.integer >= 0)
2572 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2573 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2574 R_DrawRTLight(&light->rtlight, visible);
2577 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2578 if (light->flags & flag)
2579 R_DrawRTLight(&light->rtlight, visible);
2580 if (r_refdef.rtdlight)
2581 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
2582 R_DrawRTLight(&r_refdef.lights[lnum], visible);
2584 R_Shadow_RenderMode_End();
2587 extern void R_SetupView(const matrix4x4_t *matrix);
2588 extern cvar_t r_shadows_throwdistance;
2589 void R_DrawModelShadows(void)
2592 float relativethrowdistance;
2593 entity_render_t *ent;
2594 vec3_t relativelightorigin;
2595 vec3_t relativelightdirection;
2596 vec3_t relativeshadowmins, relativeshadowmaxs;
2599 if (!r_drawentities.integer || !gl_stencil)
2603 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2605 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2607 if (gl_ext_separatestencil.integer)
2608 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
2609 else if (gl_ext_stenciltwoside.integer)
2610 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
2612 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
2614 R_Shadow_RenderMode_StencilShadowVolumes();
2616 for (i = 0;i < r_refdef.numentities;i++)
2618 ent = r_refdef.entities[i];
2619 // cast shadows from anything that is not a submodel of the map
2620 if (ent->model && ent->model->DrawShadowVolume != NULL && !ent->model->brush.submodel && (ent->flags & RENDER_SHADOW))
2622 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
2623 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
2624 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
2625 VectorNegate(ent->modellight_lightdir, relativelightdirection);
2626 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
2627 RSurf_ActiveModelEntity(ent, false, false);
2628 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2632 // not really the right mode, but this will disable any silly stencil features
2633 R_Shadow_RenderMode_VisibleLighting(true, true);
2635 // vertex coordinates for a quad that covers the screen exactly
2636 vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
2637 vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
2638 vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
2639 vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
2641 // set up ortho view for rendering this pass
2642 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2643 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2644 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2645 GL_ScissorTest(true);
2646 R_Mesh_Matrix(&identitymatrix);
2647 R_Mesh_ResetTextureState();
2648 R_Mesh_VertexPointer(vertex3f);
2649 R_Mesh_ColorPointer(NULL);
2651 // set up a 50% darkening blend on shadowed areas
2652 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2653 GL_DepthTest(false);
2654 GL_DepthMask(false);
2655 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2656 GL_Color(0, 0, 0, 0.5);
2657 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2658 qglDepthFunc(GL_ALWAYS);CHECKGLERROR
2659 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2660 qglStencilMask(~0);CHECKGLERROR
2661 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2662 qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
2664 // apply the blend to the shadowed areas
2665 R_Mesh_Draw(0, 4, 2, polygonelements);
2667 // restoring the perspective view is done by R_RenderScene
2668 //R_SetupView(&r_view.matrix);
2670 // restore other state to normal
2671 R_Shadow_RenderMode_End();
2675 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2676 typedef struct suffixinfo_s
2679 qboolean flipx, flipy, flipdiagonal;
2682 static suffixinfo_t suffix[3][6] =
2685 {"px", false, false, false},
2686 {"nx", false, false, false},
2687 {"py", false, false, false},
2688 {"ny", false, false, false},
2689 {"pz", false, false, false},
2690 {"nz", false, false, false}
2693 {"posx", false, false, false},
2694 {"negx", false, false, false},
2695 {"posy", false, false, false},
2696 {"negy", false, false, false},
2697 {"posz", false, false, false},
2698 {"negz", false, false, false}
2701 {"rt", true, false, true},
2702 {"lf", false, true, true},
2703 {"ft", true, true, false},
2704 {"bk", false, false, false},
2705 {"up", true, false, true},
2706 {"dn", true, false, true}
2710 static int componentorder[4] = {0, 1, 2, 3};
2712 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2714 int i, j, cubemapsize;
2715 unsigned char *cubemappixels, *image_rgba;
2716 rtexture_t *cubemaptexture;
2718 // must start 0 so the first loadimagepixels has no requested width/height
2720 cubemappixels = NULL;
2721 cubemaptexture = NULL;
2722 // keep trying different suffix groups (posx, px, rt) until one loads
2723 for (j = 0;j < 3 && !cubemappixels;j++)
2725 // load the 6 images in the suffix group
2726 for (i = 0;i < 6;i++)
2728 // generate an image name based on the base and and suffix
2729 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2731 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2733 // an image loaded, make sure width and height are equal
2734 if (image_width == image_height)
2736 // if this is the first image to load successfully, allocate the cubemap memory
2737 if (!cubemappixels && image_width >= 1)
2739 cubemapsize = image_width;
2740 // note this clears to black, so unavailable sides are black
2741 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2743 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2745 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);
2748 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2750 Mem_Free(image_rgba);
2754 // if a cubemap loaded, upload it
2757 if (!r_shadow_filters_texturepool)
2758 r_shadow_filters_texturepool = R_AllocTexturePool();
2759 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2760 Mem_Free(cubemappixels);
2764 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2765 for (j = 0;j < 3;j++)
2766 for (i = 0;i < 6;i++)
2767 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2768 Con_Print(" and was unable to find any of them.\n");
2770 return cubemaptexture;
2773 rtexture_t *R_Shadow_Cubemap(const char *basename)
2776 for (i = 0;i < numcubemaps;i++)
2777 if (!strcasecmp(cubemaps[i].basename, basename))
2778 return cubemaps[i].texture;
2779 if (i >= MAX_CUBEMAPS)
2780 return r_texture_whitecube;
2782 strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
2783 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
2784 if (!cubemaps[i].texture)
2785 cubemaps[i].texture = r_texture_whitecube;
2786 return cubemaps[i].texture;
2789 void R_Shadow_FreeCubemaps(void)
2792 R_FreeTexturePool(&r_shadow_filters_texturepool);
2795 dlight_t *R_Shadow_NewWorldLight(void)
2798 light = (dlight_t *)Mem_Alloc(r_main_mempool, sizeof(dlight_t));
2799 light->next = r_shadow_worldlightchain;
2800 r_shadow_worldlightchain = light;
2804 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)
2807 // validate parameters
2808 if (style < 0 || style >= MAX_LIGHTSTYLES)
2810 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
2816 // copy to light properties
2817 VectorCopy(origin, light->origin);
2818 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
2819 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
2820 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
2821 light->color[0] = max(color[0], 0);
2822 light->color[1] = max(color[1], 0);
2823 light->color[2] = max(color[2], 0);
2824 light->radius = max(radius, 0);
2825 light->style = style;
2826 light->shadow = shadowenable;
2827 light->corona = corona;
2828 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
2829 light->coronasizescale = coronasizescale;
2830 light->ambientscale = ambientscale;
2831 light->diffusescale = diffusescale;
2832 light->specularscale = specularscale;
2833 light->flags = flags;
2835 // update renderable light data
2836 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
2837 R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
2840 void R_Shadow_FreeWorldLight(dlight_t *light)
2842 dlight_t **lightpointer;
2843 R_RTLight_Uncompile(&light->rtlight);
2844 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
2845 if (*lightpointer != light)
2846 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
2847 *lightpointer = light->next;
2851 void R_Shadow_ClearWorldLights(void)
2853 while (r_shadow_worldlightchain)
2854 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
2855 r_shadow_selectedlight = NULL;
2856 R_Shadow_FreeCubemaps();
2859 void R_Shadow_SelectLight(dlight_t *light)
2861 if (r_shadow_selectedlight)
2862 r_shadow_selectedlight->selected = false;
2863 r_shadow_selectedlight = light;
2864 if (r_shadow_selectedlight)
2865 r_shadow_selectedlight->selected = true;
2868 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2870 // this is never batched (there can be only one)
2871 float scale = r_editlights_cursorgrid.value * 0.5f;
2872 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
2875 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2877 // this is never batched (due to the ent parameter changing every time)
2878 // so numsurfaces == 1 and surfacelist[0] == lightnumber
2880 const dlight_t *light = (dlight_t *)ent;
2882 if (light->selected)
2883 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
2886 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
2889 void R_Shadow_DrawLightSprites(void)
2894 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
2895 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 1+(i % 5), &light->rtlight);
2896 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
2899 void R_Shadow_SelectLightInView(void)
2901 float bestrating, rating, temp[3];
2902 dlight_t *best, *light;
2905 for (light = r_shadow_worldlightchain;light;light = light->next)
2907 VectorSubtract(light->origin, r_view.origin, temp);
2908 rating = (DotProduct(temp, r_view.forward) / sqrt(DotProduct(temp, temp)));
2911 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
2912 if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
2914 bestrating = rating;
2919 R_Shadow_SelectLight(best);
2922 void R_Shadow_LoadWorldLights(void)
2924 int n, a, style, shadow, flags;
2925 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
2926 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
2927 if (r_refdef.worldmodel == NULL)
2929 Con_Print("No map loaded.\n");
2932 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2933 strlcat (name, ".rtlights", sizeof (name));
2934 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
2944 for (;COM_Parse(t, true) && strcmp(
2945 if (COM_Parse(t, true))
2947 if (com_token[0] == '!')
2950 origin[0] = atof(com_token+1);
2953 origin[0] = atof(com_token);
2958 while (*s && *s != '\n' && *s != '\r')
2964 // check for modifier flags
2971 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);
2974 flags = LIGHTFLAG_REALTIMEMODE;
2982 coronasizescale = 0.25f;
2984 VectorClear(angles);
2987 if (a < 9 || !strcmp(cubemapname, "\"\""))
2989 // remove quotes on cubemapname
2990 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
2993 namelen = strlen(cubemapname) - 2;
2994 memmove(cubemapname, cubemapname + 1, namelen);
2995 cubemapname[namelen] = '\0';
2999 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);
3002 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3010 Con_Printf("invalid rtlights file \"%s\"\n", name);
3011 Mem_Free(lightsstring);
3015 void R_Shadow_SaveWorldLights(void)
3018 size_t bufchars, bufmaxchars;
3020 char name[MAX_QPATH];
3021 char line[MAX_INPUTLINE];
3022 if (!r_shadow_worldlightchain)
3024 if (r_refdef.worldmodel == NULL)
3026 Con_Print("No map loaded.\n");
3029 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3030 strlcat (name, ".rtlights", sizeof (name));
3031 bufchars = bufmaxchars = 0;
3033 for (light = r_shadow_worldlightchain;light;light = light->next)
3035 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3036 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);
3037 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3038 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]);
3040 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);
3041 if (bufchars + strlen(line) > bufmaxchars)
3043 bufmaxchars = bufchars + strlen(line) + 2048;
3045 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3049 memcpy(buf, oldbuf, bufchars);
3055 memcpy(buf + bufchars, line, strlen(line));
3056 bufchars += strlen(line);
3060 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3065 void R_Shadow_LoadLightsFile(void)
3068 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3069 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3070 if (r_refdef.worldmodel == NULL)
3072 Con_Print("No map loaded.\n");
3075 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3076 strlcat (name, ".lights", sizeof (name));
3077 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3085 while (*s && *s != '\n' && *s != '\r')
3091 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);
3095 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);
3098 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3099 radius = bound(15, radius, 4096);
3100 VectorScale(color, (2.0f / (8388608.0f)), color);
3101 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3109 Con_Printf("invalid lights file \"%s\"\n", name);
3110 Mem_Free(lightsstring);
3114 // tyrlite/hmap2 light types in the delay field
3115 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3117 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3119 int entnum, style, islight, skin, pflags, effects, type, n;
3122 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3123 char key[256], value[MAX_INPUTLINE];
3125 if (r_refdef.worldmodel == NULL)
3127 Con_Print("No map loaded.\n");
3130 // try to load a .ent file first
3131 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3132 strlcat (key, ".ent", sizeof (key));
3133 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
3134 // and if that is not found, fall back to the bsp file entity string
3136 data = r_refdef.worldmodel->brush.entities;
3139 for (entnum = 0;COM_ParseTokenConsole(&data) && com_token[0] == '{';entnum++)
3141 type = LIGHTTYPE_MINUSX;
3142 origin[0] = origin[1] = origin[2] = 0;
3143 originhack[0] = originhack[1] = originhack[2] = 0;
3144 angles[0] = angles[1] = angles[2] = 0;
3145 color[0] = color[1] = color[2] = 1;
3146 light[0] = light[1] = light[2] = 1;light[3] = 300;
3147 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3157 if (!COM_ParseTokenConsole(&data))
3159 if (com_token[0] == '}')
3160 break; // end of entity
3161 if (com_token[0] == '_')
3162 strlcpy(key, com_token + 1, sizeof(key));
3164 strlcpy(key, com_token, sizeof(key));
3165 while (key[strlen(key)-1] == ' ') // remove trailing spaces
3166 key[strlen(key)-1] = 0;
3167 if (!COM_ParseTokenConsole(&data))
3169 strlcpy(value, com_token, sizeof(value));
3171 // now that we have the key pair worked out...
3172 if (!strcmp("light", key))
3174 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3178 light[0] = vec[0] * (1.0f / 256.0f);
3179 light[1] = vec[0] * (1.0f / 256.0f);
3180 light[2] = vec[0] * (1.0f / 256.0f);
3186 light[0] = vec[0] * (1.0f / 255.0f);
3187 light[1] = vec[1] * (1.0f / 255.0f);
3188 light[2] = vec[2] * (1.0f / 255.0f);
3192 else if (!strcmp("delay", key))
3194 else if (!strcmp("origin", key))
3195 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3196 else if (!strcmp("angle", key))
3197 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3198 else if (!strcmp("angles", key))
3199 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3200 else if (!strcmp("color", key))
3201 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3202 else if (!strcmp("wait", key))
3203 fadescale = atof(value);
3204 else if (!strcmp("classname", key))
3206 if (!strncmp(value, "light", 5))
3209 if (!strcmp(value, "light_fluoro"))
3214 overridecolor[0] = 1;
3215 overridecolor[1] = 1;
3216 overridecolor[2] = 1;
3218 if (!strcmp(value, "light_fluorospark"))
3223 overridecolor[0] = 1;
3224 overridecolor[1] = 1;
3225 overridecolor[2] = 1;
3227 if (!strcmp(value, "light_globe"))
3232 overridecolor[0] = 1;
3233 overridecolor[1] = 0.8;
3234 overridecolor[2] = 0.4;
3236 if (!strcmp(value, "light_flame_large_yellow"))
3241 overridecolor[0] = 1;
3242 overridecolor[1] = 0.5;
3243 overridecolor[2] = 0.1;
3245 if (!strcmp(value, "light_flame_small_yellow"))
3250 overridecolor[0] = 1;
3251 overridecolor[1] = 0.5;
3252 overridecolor[2] = 0.1;
3254 if (!strcmp(value, "light_torch_small_white"))
3259 overridecolor[0] = 1;
3260 overridecolor[1] = 0.5;
3261 overridecolor[2] = 0.1;
3263 if (!strcmp(value, "light_torch_small_walltorch"))
3268 overridecolor[0] = 1;
3269 overridecolor[1] = 0.5;
3270 overridecolor[2] = 0.1;
3274 else if (!strcmp("style", key))
3275 style = atoi(value);
3276 else if (!strcmp("skin", key))
3277 skin = (int)atof(value);
3278 else if (!strcmp("pflags", key))
3279 pflags = (int)atof(value);
3280 else if (!strcmp("effects", key))
3281 effects = (int)atof(value);
3282 else if (r_refdef.worldmodel->type == mod_brushq3)
3284 if (!strcmp("scale", key))
3285 lightscale = atof(value);
3286 if (!strcmp("fade", key))
3287 fadescale = atof(value);
3292 if (lightscale <= 0)
3296 if (color[0] == color[1] && color[0] == color[2])
3298 color[0] *= overridecolor[0];
3299 color[1] *= overridecolor[1];
3300 color[2] *= overridecolor[2];
3302 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3303 color[0] = color[0] * light[0];
3304 color[1] = color[1] * light[1];
3305 color[2] = color[2] * light[2];
3308 case LIGHTTYPE_MINUSX:
3310 case LIGHTTYPE_RECIPX:
3312 VectorScale(color, (1.0f / 16.0f), color);
3314 case LIGHTTYPE_RECIPXX:
3316 VectorScale(color, (1.0f / 16.0f), color);
3319 case LIGHTTYPE_NONE:
3323 case LIGHTTYPE_MINUSXX:
3326 VectorAdd(origin, originhack, origin);
3328 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);
3331 Mem_Free(entfiledata);
3335 void R_Shadow_SetCursorLocationForView(void)
3338 vec3_t dest, endpos;
3340 VectorMA(r_view.origin, r_editlights_cursordistance.value, r_view.forward, dest);
3341 trace = CL_Move(r_view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
3342 if (trace.fraction < 1)
3344 dist = trace.fraction * r_editlights_cursordistance.value;
3345 push = r_editlights_cursorpushback.value;
3349 VectorMA(trace.endpos, push, r_view.forward, endpos);
3350 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3354 VectorClear( endpos );
3356 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3357 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3358 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3361 void R_Shadow_UpdateWorldLightSelection(void)
3363 if (r_editlights.integer)
3365 R_Shadow_SetCursorLocationForView();
3366 R_Shadow_SelectLightInView();
3367 R_Shadow_DrawLightSprites();
3370 R_Shadow_SelectLight(NULL);
3373 void R_Shadow_EditLights_Clear_f(void)
3375 R_Shadow_ClearWorldLights();
3378 void R_Shadow_EditLights_Reload_f(void)
3380 if (!r_refdef.worldmodel)
3382 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3383 R_Shadow_ClearWorldLights();
3384 R_Shadow_LoadWorldLights();
3385 if (r_shadow_worldlightchain == NULL)
3387 R_Shadow_LoadLightsFile();
3388 if (r_shadow_worldlightchain == NULL)
3389 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3393 void R_Shadow_EditLights_Save_f(void)
3395 if (!r_refdef.worldmodel)
3397 R_Shadow_SaveWorldLights();
3400 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3402 R_Shadow_ClearWorldLights();
3403 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3406 void R_Shadow_EditLights_ImportLightsFile_f(void)
3408 R_Shadow_ClearWorldLights();
3409 R_Shadow_LoadLightsFile();
3412 void R_Shadow_EditLights_Spawn_f(void)
3415 if (!r_editlights.integer)
3417 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3420 if (Cmd_Argc() != 1)
3422 Con_Print("r_editlights_spawn does not take parameters\n");
3425 color[0] = color[1] = color[2] = 1;
3426 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3429 void R_Shadow_EditLights_Edit_f(void)
3431 vec3_t origin, angles, color;
3432 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3433 int style, shadows, flags, normalmode, realtimemode;
3434 char cubemapname[MAX_INPUTLINE];
3435 if (!r_editlights.integer)
3437 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3440 if (!r_shadow_selectedlight)
3442 Con_Print("No selected light.\n");
3445 VectorCopy(r_shadow_selectedlight->origin, origin);
3446 VectorCopy(r_shadow_selectedlight->angles, angles);
3447 VectorCopy(r_shadow_selectedlight->color, color);
3448 radius = r_shadow_selectedlight->radius;
3449 style = r_shadow_selectedlight->style;
3450 if (r_shadow_selectedlight->cubemapname)
3451 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3454 shadows = r_shadow_selectedlight->shadow;
3455 corona = r_shadow_selectedlight->corona;
3456 coronasizescale = r_shadow_selectedlight->coronasizescale;
3457 ambientscale = r_shadow_selectedlight->ambientscale;
3458 diffusescale = r_shadow_selectedlight->diffusescale;
3459 specularscale = r_shadow_selectedlight->specularscale;
3460 flags = r_shadow_selectedlight->flags;
3461 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3462 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3463 if (!strcmp(Cmd_Argv(1), "origin"))
3465 if (Cmd_Argc() != 5)
3467 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3470 origin[0] = atof(Cmd_Argv(2));
3471 origin[1] = atof(Cmd_Argv(3));
3472 origin[2] = atof(Cmd_Argv(4));
3474 else if (!strcmp(Cmd_Argv(1), "originx"))
3476 if (Cmd_Argc() != 3)
3478 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3481 origin[0] = atof(Cmd_Argv(2));
3483 else if (!strcmp(Cmd_Argv(1), "originy"))
3485 if (Cmd_Argc() != 3)
3487 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3490 origin[1] = atof(Cmd_Argv(2));
3492 else if (!strcmp(Cmd_Argv(1), "originz"))
3494 if (Cmd_Argc() != 3)
3496 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3499 origin[2] = atof(Cmd_Argv(2));
3501 else if (!strcmp(Cmd_Argv(1), "move"))
3503 if (Cmd_Argc() != 5)
3505 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3508 origin[0] += atof(Cmd_Argv(2));
3509 origin[1] += atof(Cmd_Argv(3));
3510 origin[2] += atof(Cmd_Argv(4));
3512 else if (!strcmp(Cmd_Argv(1), "movex"))
3514 if (Cmd_Argc() != 3)
3516 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3519 origin[0] += atof(Cmd_Argv(2));
3521 else if (!strcmp(Cmd_Argv(1), "movey"))
3523 if (Cmd_Argc() != 3)
3525 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3528 origin[1] += atof(Cmd_Argv(2));
3530 else if (!strcmp(Cmd_Argv(1), "movez"))
3532 if (Cmd_Argc() != 3)
3534 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3537 origin[2] += atof(Cmd_Argv(2));
3539 else if (!strcmp(Cmd_Argv(1), "angles"))
3541 if (Cmd_Argc() != 5)
3543 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3546 angles[0] = atof(Cmd_Argv(2));
3547 angles[1] = atof(Cmd_Argv(3));
3548 angles[2] = atof(Cmd_Argv(4));
3550 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3552 if (Cmd_Argc() != 3)
3554 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3557 angles[0] = atof(Cmd_Argv(2));
3559 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3561 if (Cmd_Argc() != 3)
3563 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3566 angles[1] = atof(Cmd_Argv(2));
3568 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3570 if (Cmd_Argc() != 3)
3572 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3575 angles[2] = atof(Cmd_Argv(2));
3577 else if (!strcmp(Cmd_Argv(1), "color"))
3579 if (Cmd_Argc() != 5)
3581 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3584 color[0] = atof(Cmd_Argv(2));
3585 color[1] = atof(Cmd_Argv(3));
3586 color[2] = atof(Cmd_Argv(4));
3588 else if (!strcmp(Cmd_Argv(1), "radius"))
3590 if (Cmd_Argc() != 3)
3592 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3595 radius = atof(Cmd_Argv(2));
3597 else if (!strcmp(Cmd_Argv(1), "colorscale"))
3599 if (Cmd_Argc() == 3)
3601 double scale = atof(Cmd_Argv(2));
3608 if (Cmd_Argc() != 5)
3610 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
3613 color[0] *= atof(Cmd_Argv(2));
3614 color[1] *= atof(Cmd_Argv(3));
3615 color[2] *= atof(Cmd_Argv(4));
3618 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3620 if (Cmd_Argc() != 3)
3622 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3625 radius *= atof(Cmd_Argv(2));
3627 else if (!strcmp(Cmd_Argv(1), "style"))
3629 if (Cmd_Argc() != 3)
3631 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3634 style = atoi(Cmd_Argv(2));
3636 else if (!strcmp(Cmd_Argv(1), "cubemap"))
3640 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3643 if (Cmd_Argc() == 3)
3644 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
3648 else if (!strcmp(Cmd_Argv(1), "shadows"))
3650 if (Cmd_Argc() != 3)
3652 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3655 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3657 else if (!strcmp(Cmd_Argv(1), "corona"))
3659 if (Cmd_Argc() != 3)
3661 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3664 corona = atof(Cmd_Argv(2));
3666 else if (!strcmp(Cmd_Argv(1), "coronasize"))
3668 if (Cmd_Argc() != 3)
3670 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3673 coronasizescale = atof(Cmd_Argv(2));
3675 else if (!strcmp(Cmd_Argv(1), "ambient"))
3677 if (Cmd_Argc() != 3)
3679 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3682 ambientscale = atof(Cmd_Argv(2));
3684 else if (!strcmp(Cmd_Argv(1), "diffuse"))
3686 if (Cmd_Argc() != 3)
3688 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3691 diffusescale = atof(Cmd_Argv(2));
3693 else if (!strcmp(Cmd_Argv(1), "specular"))
3695 if (Cmd_Argc() != 3)
3697 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3700 specularscale = atof(Cmd_Argv(2));
3702 else if (!strcmp(Cmd_Argv(1), "normalmode"))
3704 if (Cmd_Argc() != 3)
3706 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3709 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3711 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3713 if (Cmd_Argc() != 3)
3715 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3718 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3722 Con_Print("usage: r_editlights_edit [property] [value]\n");
3723 Con_Print("Selected light's properties:\n");
3724 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3725 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3726 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3727 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
3728 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
3729 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
3730 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3731 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
3732 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
3733 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
3734 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
3735 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
3736 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
3737 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
3740 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
3741 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3744 void R_Shadow_EditLights_EditAll_f(void)
3748 if (!r_editlights.integer)
3750 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
3754 for (light = r_shadow_worldlightchain;light;light = light->next)
3756 R_Shadow_SelectLight(light);
3757 R_Shadow_EditLights_Edit_f();
3761 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
3763 int lightnumber, lightcount;
3767 if (!r_editlights.integer)
3773 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
3774 if (light == r_shadow_selectedlight)
3775 lightnumber = lightcount;
3776 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;
3777 if (r_shadow_selectedlight == NULL)
3779 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3780 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;
3781 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;
3782 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;
3783 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3784 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3785 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3786 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;
3787 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3788 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3789 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3790 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3791 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3792 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;
3793 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;
3796 void R_Shadow_EditLights_ToggleShadow_f(void)
3798 if (!r_editlights.integer)
3800 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3803 if (!r_shadow_selectedlight)
3805 Con_Print("No selected light.\n");
3808 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);
3811 void R_Shadow_EditLights_ToggleCorona_f(void)
3813 if (!r_editlights.integer)
3815 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3818 if (!r_shadow_selectedlight)
3820 Con_Print("No selected light.\n");
3823 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);
3826 void R_Shadow_EditLights_Remove_f(void)
3828 if (!r_editlights.integer)
3830 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
3833 if (!r_shadow_selectedlight)
3835 Con_Print("No selected light.\n");
3838 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
3839 r_shadow_selectedlight = NULL;
3842 void R_Shadow_EditLights_Help_f(void)
3845 "Documentation on r_editlights system:\n"
3847 "r_editlights : enable/disable editing mode\n"
3848 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
3849 "r_editlights_cursorpushback : push back cursor this far from surface\n"
3850 "r_editlights_cursorpushoff : push cursor off surface this far\n"
3851 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
3852 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
3854 "r_editlights_help : this help\n"
3855 "r_editlights_clear : remove all lights\n"
3856 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
3857 "r_editlights_save : save to .rtlights file\n"
3858 "r_editlights_spawn : create a light with default settings\n"
3859 "r_editlights_edit command : edit selected light - more documentation below\n"
3860 "r_editlights_remove : remove selected light\n"
3861 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
3862 "r_editlights_importlightentitiesfrommap : reload light entities\n"
3863 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
3865 "origin x y z : set light location\n"
3866 "originx x: set x component of light location\n"
3867 "originy y: set y component of light location\n"
3868 "originz z: set z component of light location\n"
3869 "move x y z : adjust light location\n"
3870 "movex x: adjust x component of light location\n"
3871 "movey y: adjust y component of light location\n"
3872 "movez z: adjust z component of light location\n"
3873 "angles x y z : set light angles\n"
3874 "anglesx x: set x component of light angles\n"
3875 "anglesy y: set y component of light angles\n"
3876 "anglesz z: set z component of light angles\n"
3877 "color r g b : set color of light (can be brighter than 1 1 1)\n"
3878 "radius radius : set radius (size) of light\n"
3879 "colorscale grey : multiply color of light (1 does nothing)\n"
3880 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
3881 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
3882 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
3883 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
3884 "cubemap basename : set filter cubemap of light (not yet supported)\n"
3885 "shadows 1/0 : turn on/off shadows\n"
3886 "corona n : set corona intensity\n"
3887 "coronasize n : set corona size (0-1)\n"
3888 "ambient n : set ambient intensity (0-1)\n"
3889 "diffuse n : set diffuse intensity (0-1)\n"
3890 "specular n : set specular intensity (0-1)\n"
3891 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
3892 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
3893 "<nothing> : print light properties to console\n"
3897 void R_Shadow_EditLights_CopyInfo_f(void)
3899 if (!r_editlights.integer)
3901 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
3904 if (!r_shadow_selectedlight)
3906 Con_Print("No selected light.\n");
3909 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
3910 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
3911 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
3912 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
3913 if (r_shadow_selectedlight->cubemapname)
3914 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
3916 r_shadow_bufferlight.cubemapname[0] = 0;
3917 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
3918 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
3919 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
3920 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
3921 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
3922 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
3923 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
3926 void R_Shadow_EditLights_PasteInfo_f(void)
3928 if (!r_editlights.integer)
3930 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
3933 if (!r_shadow_selectedlight)
3935 Con_Print("No selected light.\n");
3938 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);
3941 void R_Shadow_EditLights_Init(void)
3943 Cvar_RegisterVariable(&r_editlights);
3944 Cvar_RegisterVariable(&r_editlights_cursordistance);
3945 Cvar_RegisterVariable(&r_editlights_cursorpushback);
3946 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
3947 Cvar_RegisterVariable(&r_editlights_cursorgrid);
3948 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
3949 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
3950 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
3951 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
3952 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
3953 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
3954 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
3955 Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
3956 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
3957 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
3958 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
3959 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
3960 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
3961 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
3962 Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");