4 #include "cl_collision.h"
7 extern void R_Shadow_EditLights_Init(void);
9 #define SHADOWSTAGE_NONE 0
10 #define SHADOWSTAGE_STENCIL 1
11 #define SHADOWSTAGE_LIGHT 2
12 #define SHADOWSTAGE_ERASESTENCIL 3
14 int r_shadowstage = SHADOWSTAGE_NONE;
15 int r_shadow_reloadlights = false;
17 mempool_t *r_shadow_mempool;
19 int maxshadowelements;
21 int maxtrianglefacinglight;
22 qbyte *trianglefacinglight;
23 int *trianglefacinglightlist;
25 int maxshadowvertices;
26 float *shadowvertex3f;
31 rtexturepool_t *r_shadow_texturepool;
32 rtexture_t *r_shadow_normalcubetexture;
33 rtexture_t *r_shadow_attenuation2dtexture;
34 rtexture_t *r_shadow_attenuation3dtexture;
35 rtexture_t *r_shadow_blankbumptexture;
36 rtexture_t *r_shadow_blankglosstexture;
37 rtexture_t *r_shadow_blankwhitetexture;
39 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
40 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
41 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
42 cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"};
43 cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "0"};
44 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
45 cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
46 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
47 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
48 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
49 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
50 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "-1"};
51 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
52 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "100000"};
53 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
55 int c_rt_lights, c_rt_clears, c_rt_scissored;
56 int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
57 int c_rtcached_shadowmeshes, c_rtcached_shadowtris;
59 void R_Shadow_ClearWorldLights(void);
60 void R_Shadow_SaveWorldLights(void);
61 void R_Shadow_LoadWorldLights(void);
62 void R_Shadow_LoadLightsFile(void);
63 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
65 void r_shadow_start(void)
67 // allocate vertex processing arrays
68 r_shadow_mempool = Mem_AllocPool("R_Shadow");
69 maxshadowelements = 0;
70 shadowelements = NULL;
71 maxshadowvertices = 0;
72 shadowvertex3f = NULL;
76 maxtrianglefacinglight = 0;
77 trianglefacinglight = NULL;
78 trianglefacinglightlist = NULL;
79 r_shadow_normalcubetexture = NULL;
80 r_shadow_attenuation2dtexture = NULL;
81 r_shadow_attenuation3dtexture = NULL;
82 r_shadow_blankbumptexture = NULL;
83 r_shadow_blankglosstexture = NULL;
84 r_shadow_blankwhitetexture = NULL;
85 r_shadow_texturepool = NULL;
86 R_Shadow_ClearWorldLights();
87 r_shadow_reloadlights = true;
90 void r_shadow_shutdown(void)
92 R_Shadow_ClearWorldLights();
93 r_shadow_reloadlights = true;
94 r_shadow_normalcubetexture = NULL;
95 r_shadow_attenuation2dtexture = NULL;
96 r_shadow_attenuation3dtexture = NULL;
97 r_shadow_blankbumptexture = NULL;
98 r_shadow_blankglosstexture = NULL;
99 r_shadow_blankwhitetexture = NULL;
100 R_FreeTexturePool(&r_shadow_texturepool);
101 maxshadowelements = 0;
102 shadowelements = NULL;
103 maxshadowvertices = 0;
104 shadowvertex3f = NULL;
108 maxtrianglefacinglight = 0;
109 trianglefacinglight = NULL;
110 trianglefacinglightlist = NULL;
111 Mem_FreePool(&r_shadow_mempool);
114 void r_shadow_newmap(void)
116 R_Shadow_ClearWorldLights();
117 r_shadow_reloadlights = true;
120 void R_Shadow_Init(void)
122 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
123 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
124 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
125 Cvar_RegisterVariable(&r_shadow_realtime_world);
126 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
127 Cvar_RegisterVariable(&r_shadow_visiblevolumes);
128 Cvar_RegisterVariable(&r_shadow_gloss);
129 Cvar_RegisterVariable(&r_shadow_debuglight);
130 Cvar_RegisterVariable(&r_shadow_scissor);
131 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
132 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
133 Cvar_RegisterVariable(&r_shadow_polygonoffset);
134 Cvar_RegisterVariable(&r_shadow_portallight);
135 Cvar_RegisterVariable(&r_shadow_projectdistance);
136 Cvar_RegisterVariable(&r_shadow_texture3d);
137 R_Shadow_EditLights_Init();
138 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
141 int R_Shadow_MakeTriangleShadowFlags_Vertex3f(const int *elements, const float *vertex, int numtris, qbyte *facing, int *list, const float *relativelightorigin)
144 const float *v0, *v1, *v2;
145 for (i = 0;i < numtris;i++, elements += 3)
147 // calculate triangle facing flag
148 v0 = vertex + elements[0] * 3;
149 v1 = vertex + elements[1] * 3;
150 v2 = vertex + elements[2] * 3;
151 if(PointInfrontOfTriangle(relativelightorigin, v0, v1, v2))
162 int R_Shadow_BuildShadowVolume(const int *elements, const int *neighbors, int numverts, const qbyte *facing, const int *facinglist, int numfacing, int *out, float *vertices, const float *relativelightorigin, float projectdistance)
164 int i, j, tris, vertexpointeradjust = numverts * 3;
168 if (maxvertexupdate < numverts)
170 maxvertexupdate = numverts;
172 Mem_Free(vertexupdate);
173 vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
177 // check each frontface for bordering backfaces,
178 // and cast shadow polygons from those edges,
179 // also create front and back caps for shadow volume
180 tris = numfacing * 2;
182 for (i = 0;i < numfacing;i++)
184 e = elements + facinglist[i] * 3;
191 for (i = 0;i < numfacing;i++)
193 e = elements + facinglist[i] * 3;
194 // generate vertices if needed
195 for (j = 0;j < 3;j++)
197 if (vertexupdate[e[j]] != vertexupdatenum)
199 vertexupdate[e[j]] = vertexupdatenum;
200 vin = vertices + e[j] * 3;
201 vout = vin + vertexpointeradjust;
202 vout[0] = relativelightorigin[0] + projectdistance * (vin[0] - relativelightorigin[0]);
203 vout[1] = relativelightorigin[1] + projectdistance * (vin[1] - relativelightorigin[1]);
204 vout[2] = relativelightorigin[2] + projectdistance * (vin[2] - relativelightorigin[2]);
207 out[0] = e[2] + numverts;
208 out[1] = e[1] + numverts;
209 out[2] = e[0] + numverts;
212 // output sides around frontfaces
213 for (i = 0;i < numfacing;i++)
215 n = neighbors + facinglist[i] * 3;
217 if (n[0] < 0 || !facing[n[0]])
219 e = elements + facinglist[i] * 3;
222 out[2] = e[0] + numverts;
224 out[4] = e[0] + numverts;
225 out[5] = e[1] + numverts;
229 if (n[1] < 0 || !facing[n[1]])
231 e = elements + facinglist[i] * 3;
234 out[2] = e[1] + numverts;
236 out[4] = e[1] + numverts;
237 out[5] = e[2] + numverts;
241 if (n[2] < 0 || !facing[n[2]])
243 e = elements + facinglist[i] * 3;
246 out[2] = e[2] + numverts;
248 out[4] = e[2] + numverts;
249 out[5] = e[0] + numverts;
257 void R_Shadow_ResizeTriangleFacingLight(int numtris)
259 // make sure trianglefacinglight is big enough for this volume
260 // ameks ru ertaignelaficgnilhg tsib gie ongu hof rhtsiv lomu e
261 // m4k3 5ur3 7r14ng13f4c1n5115h7 15 b15 3n0u5h f0r 7h15 v01um3
262 if (maxtrianglefacinglight < numtris)
264 maxtrianglefacinglight = numtris;
265 if (trianglefacinglight)
266 Mem_Free(trianglefacinglight);
267 if (trianglefacinglightlist)
268 Mem_Free(trianglefacinglightlist);
269 trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight);
270 trianglefacinglightlist = Mem_Alloc(r_shadow_mempool, sizeof(int) * maxtrianglefacinglight);
274 int *R_Shadow_ResizeShadowElements(int numtris)
276 // make sure shadowelements is big enough for this volume
277 if (maxshadowelements < numtris * 24)
279 maxshadowelements = numtris * 24;
281 Mem_Free(shadowelements);
282 shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
284 return shadowelements;
287 float *R_Shadow_VertexBuffer(int numvertices)
289 if (maxshadowvertices < numvertices)
291 maxshadowvertices = numvertices;
293 Mem_Free(shadowvertex3f);
294 shadowvertex3f = Mem_Alloc(r_shadow_mempool, maxshadowvertices * sizeof(float[3]));
296 return shadowvertex3f;
299 void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
302 if (projectdistance < 0.1)
304 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
312 // a triangle facing the light source
315 // a triangle not facing the light source
318 // an extrusion of the frontfaces, beginning at the original geometry and
319 // ending further from the light source than the original geometry
320 // (presumably at least as far as the light's radius, if the light has a
321 // radius at all), capped at both front and back to avoid any problems
324 // draws the shadow volumes of the model.
326 // vertex locations must already be in varray_vertex3f before use.
327 // varray_vertex3f must have capacity for numverts * 2.
329 // make sure trianglefacinglight is big enough for this volume
330 if (maxtrianglefacinglight < numtris)
331 R_Shadow_ResizeTriangleFacingLight(numtris);
333 // make sure shadowelements is big enough for this volume
334 if (maxshadowelements < numtris * 24)
335 R_Shadow_ResizeShadowElements(numtris);
337 // check which triangles are facing the light
338 tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(elements, varray_vertex3f, numtris, trianglefacinglight, trianglefacinglightlist, relativelightorigin);
342 // by clever use of elements we can construct the whole shadow from
343 // the unprojected vertices and the projected vertices
345 // output triangle elements and vertices
346 tris = R_Shadow_BuildShadowVolume(elements, neighbors, numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements, varray_vertex3f, relativelightorigin, projectdistance);
350 if (r_shadowstage == SHADOWSTAGE_STENCIL)
352 // increment stencil if backface is behind depthbuffer
353 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
354 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
355 R_Mesh_Draw(numverts * 2, tris, shadowelements);
357 c_rt_shadowtris += numtris;
358 // decrement stencil if frontface is behind depthbuffer
359 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
360 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
362 R_Mesh_Draw(numverts * 2, tris, shadowelements);
364 c_rt_shadowtris += numtris;
367 void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
370 if (r_shadowstage == SHADOWSTAGE_STENCIL)
372 // increment stencil if backface is behind depthbuffer
373 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
374 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
375 for (mesh = firstmesh;mesh;mesh = mesh->next)
377 R_Mesh_GetSpace(mesh->numverts);
378 R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
379 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
380 c_rtcached_shadowmeshes++;
381 c_rtcached_shadowtris += mesh->numtriangles;
383 // decrement stencil if frontface is behind depthbuffer
384 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
385 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
387 for (mesh = firstmesh;mesh;mesh = mesh->next)
389 R_Mesh_GetSpace(mesh->numverts);
390 R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
391 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
392 c_rtcached_shadowmeshes++;
393 c_rtcached_shadowtris += mesh->numtriangles;
397 float r_shadow_attenpower, r_shadow_attenscale;
398 static void R_Shadow_MakeTextures(void)
400 int x, y, z, d, side;
401 float v[3], s, t, intensity;
403 R_FreeTexturePool(&r_shadow_texturepool);
404 r_shadow_texturepool = R_AllocTexturePool();
405 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
406 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
408 #define ATTEN2DSIZE 64
409 #define ATTEN3DSIZE 32
410 data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)));
415 r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
420 r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
425 r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
426 if (gl_texturecubemap)
428 for (side = 0;side < 6;side++)
430 for (y = 0;y < NORMSIZE;y++)
432 for (x = 0;x < NORMSIZE;x++)
434 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
435 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
469 intensity = 127.0f / sqrt(DotProduct(v, v));
470 data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0];
471 data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1];
472 data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2];
473 data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255;
477 r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
480 r_shadow_normalcubetexture = NULL;
481 for (y = 0;y < ATTEN2DSIZE;y++)
483 for (x = 0;x < ATTEN2DSIZE;x++)
485 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
486 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
488 intensity = 1.0f - sqrt(DotProduct(v, v));
490 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
491 d = bound(0, intensity, 255);
492 data[(y*ATTEN2DSIZE+x)*4+0] = d;
493 data[(y*ATTEN2DSIZE+x)*4+1] = d;
494 data[(y*ATTEN2DSIZE+x)*4+2] = d;
495 data[(y*ATTEN2DSIZE+x)*4+3] = d;
498 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
499 if (r_shadow_texture3d.integer)
501 for (z = 0;z < ATTEN3DSIZE;z++)
503 for (y = 0;y < ATTEN3DSIZE;y++)
505 for (x = 0;x < ATTEN3DSIZE;x++)
507 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
508 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
509 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
510 intensity = 1.0f - sqrt(DotProduct(v, v));
512 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
513 d = bound(0, intensity, 255);
514 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
515 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
516 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
517 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
521 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
526 void R_Shadow_Stage_Begin(void)
530 if (r_shadow_texture3d.integer && !gl_texture3d)
531 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
533 //cl.worldmodel->numlights = min(cl.worldmodel->numlights, 1);
534 if (!r_shadow_attenuation2dtexture
535 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
536 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
537 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
538 R_Shadow_MakeTextures();
540 memset(&m, 0, sizeof(m));
541 m.blendfunc1 = GL_ONE;
542 m.blendfunc2 = GL_ZERO;
544 GL_Color(0, 0, 0, 1);
545 r_shadowstage = SHADOWSTAGE_NONE;
547 c_rt_lights = c_rt_clears = c_rt_scissored = 0;
548 c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
549 c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
552 void R_Shadow_LoadWorldLightsIfNeeded(void)
554 if (r_shadow_reloadlights && cl.worldmodel)
556 R_Shadow_ClearWorldLights();
557 r_shadow_reloadlights = false;
558 R_Shadow_LoadWorldLights();
559 if (r_shadow_worldlightchain == NULL)
561 R_Shadow_LoadLightsFile();
562 if (r_shadow_worldlightchain == NULL)
563 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
568 void R_Shadow_Stage_ShadowVolumes(void)
571 memset(&m, 0, sizeof(m));
572 R_Mesh_TextureState(&m);
573 GL_Color(1, 1, 1, 1);
574 qglColorMask(0, 0, 0, 0);
575 qglDisable(GL_BLEND);
577 qglDepthFunc(GL_LESS);
578 qglEnable(GL_STENCIL_TEST);
579 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
580 qglStencilFunc(GL_ALWAYS, 128, 0xFF);
581 qglEnable(GL_CULL_FACE);
582 qglEnable(GL_DEPTH_TEST);
583 r_shadowstage = SHADOWSTAGE_STENCIL;
584 qglClear(GL_STENCIL_BUFFER_BIT);
586 // LordHavoc note: many shadow volumes reside entirely inside the world
587 // (that is to say they are entirely bounded by their lit surfaces),
588 // which can be optimized by handling things as an inverted light volume,
589 // with the shadow boundaries of the world being simulated by an altered
590 // (129) bias to stencil clearing on such lights
591 // FIXME: generate inverted light volumes for use as shadow volumes and
592 // optimize for them as noted above
595 void R_Shadow_Stage_LightWithoutShadows(void)
598 memset(&m, 0, sizeof(m));
599 R_Mesh_TextureState(&m);
600 qglActiveTexture(GL_TEXTURE0_ARB);
603 qglBlendFunc(GL_ONE, GL_ONE);
604 GL_Color(1, 1, 1, 1);
605 qglColorMask(1, 1, 1, 1);
607 qglDepthFunc(GL_EQUAL);
608 qglDisable(GL_STENCIL_TEST);
609 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
610 qglStencilFunc(GL_EQUAL, 128, 0xFF);
611 qglEnable(GL_CULL_FACE);
612 qglEnable(GL_DEPTH_TEST);
613 r_shadowstage = SHADOWSTAGE_LIGHT;
617 void R_Shadow_Stage_LightWithShadows(void)
620 memset(&m, 0, sizeof(m));
621 R_Mesh_TextureState(&m);
622 qglActiveTexture(GL_TEXTURE0_ARB);
625 qglBlendFunc(GL_ONE, GL_ONE);
626 GL_Color(1, 1, 1, 1);
627 qglColorMask(1, 1, 1, 1);
629 qglDepthFunc(GL_EQUAL);
630 qglEnable(GL_STENCIL_TEST);
631 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
632 // only draw light where this geometry was already rendered AND the
633 // stencil is 128 (values other than this mean shadow)
634 qglStencilFunc(GL_EQUAL, 128, 0xFF);
635 qglEnable(GL_CULL_FACE);
636 qglEnable(GL_DEPTH_TEST);
637 r_shadowstage = SHADOWSTAGE_LIGHT;
641 void R_Shadow_Stage_End(void)
644 // attempt to restore state to what Mesh_State thinks it is
645 qglDisable(GL_BLEND);
646 qglBlendFunc(GL_ONE, GL_ZERO);
648 // now restore the rest of the state to normal
649 GL_Color(1, 1, 1, 1);
650 qglColorMask(1, 1, 1, 1);
651 qglDisable(GL_SCISSOR_TEST);
652 qglDepthFunc(GL_LEQUAL);
653 qglDisable(GL_STENCIL_TEST);
654 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
655 qglStencilFunc(GL_ALWAYS, 128, 0xFF);
656 qglEnable(GL_CULL_FACE);
657 qglEnable(GL_DEPTH_TEST);
658 // force mesh state to reset by using various combinations of features
659 memset(&m, 0, sizeof(m));
660 m.blendfunc1 = GL_SRC_ALPHA;
661 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
663 m.blendfunc1 = GL_ONE;
664 m.blendfunc2 = GL_ZERO;
666 r_shadowstage = SHADOWSTAGE_NONE;
670 int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius)
672 int i, ix1, iy1, ix2, iy2;
673 float x1, y1, x2, y2, x, y;
676 if (!r_shadow_scissor.integer)
678 // if view is inside the box, just say yes it's visible
679 if (r_origin[0] >= mins[0] && r_origin[0] <= maxs[0]
680 && r_origin[1] >= mins[1] && r_origin[1] <= maxs[1]
681 && r_origin[2] >= mins[2] && r_origin[2] <= maxs[2])
683 qglDisable(GL_SCISSOR_TEST);
686 VectorSubtract(r_origin, origin, v);
687 if (DotProduct(v, v) < radius * radius)
689 qglDisable(GL_SCISSOR_TEST);
692 // create viewspace bbox
693 for (i = 0;i < 8;i++)
695 v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_origin[0];
696 v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_origin[1];
697 v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_origin[2];
698 v2[0] = DotProduct(v, vright);
699 v2[1] = DotProduct(v, vup);
700 v2[2] = DotProduct(v, vpn);
703 if (smins[0] > v2[0]) smins[0] = v2[0];
704 if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
705 if (smins[1] > v2[1]) smins[1] = v2[1];
706 if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
707 if (smins[2] > v2[2]) smins[2] = v2[2];
708 if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
712 smins[0] = smaxs[0] = v2[0];
713 smins[1] = smaxs[1] = v2[1];
714 smins[2] = smaxs[2] = v2[2];
717 // now we have a bbox in viewspace
718 // clip it to the viewspace version of the sphere
719 v[0] = origin[0] - r_origin[0];
720 v[1] = origin[1] - r_origin[1];
721 v[2] = origin[2] - r_origin[2];
722 v2[0] = DotProduct(v, vright);
723 v2[1] = DotProduct(v, vup);
724 v2[2] = DotProduct(v, vpn);
725 if (smins[0] < v2[0] - radius) smins[0] = v2[0] - radius;
726 if (smaxs[0] < v2[0] - radius) smaxs[0] = v2[0] + radius;
727 if (smins[1] < v2[1] - radius) smins[1] = v2[1] - radius;
728 if (smaxs[1] < v2[1] - radius) smaxs[1] = v2[1] + radius;
729 if (smins[2] < v2[2] - radius) smins[2] = v2[2] - radius;
730 if (smaxs[2] < v2[2] - radius) smaxs[2] = v2[2] + radius;
731 // clip it to the view plane
734 // return true if that culled the box
735 if (smins[2] >= smaxs[2])
737 // ok some of it is infront of the view, transform each corner back to
738 // worldspace and then to screenspace and make screen rect
739 // initialize these variables just to avoid compiler warnings
740 x1 = y1 = x2 = y2 = 0;
741 for (i = 0;i < 8;i++)
743 v2[0] = (i & 1) ? smins[0] : smaxs[0];
744 v2[1] = (i & 2) ? smins[1] : smaxs[1];
745 v2[2] = (i & 4) ? smins[2] : smaxs[2];
746 v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_origin[0];
747 v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_origin[1];
748 v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_origin[2];
750 GL_TransformToScreen(v, v2);
751 //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]);
768 // this code doesn't handle boxes with any points behind view properly
769 x1 = 1000;x2 = -1000;
770 y1 = 1000;y2 = -1000;
771 for (i = 0;i < 8;i++)
773 v[0] = (i & 1) ? mins[0] : maxs[0];
774 v[1] = (i & 2) ? mins[1] : maxs[1];
775 v[2] = (i & 4) ? mins[2] : maxs[2];
777 GL_TransformToScreen(v, v2);
778 //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]);
795 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
796 if (ix1 < r_refdef.x) ix1 = r_refdef.x;
797 if (iy1 < r_refdef.y) iy1 = r_refdef.y;
798 if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width;
799 if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height;
800 if (ix2 <= ix1 || iy2 <= iy1)
802 // set up the scissor rectangle
803 qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
804 qglEnable(GL_SCISSOR_TEST);
810 int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
812 int i, ix1, iy1, ix2, iy2;
813 float x1, y1, x2, y2, x, y, f;
816 if (!r_shadow_scissor.integer)
818 // if view is inside the box, just say yes it's visible
819 if (BoxesOverlap(r_origin, r_origin, mins, maxs))
821 qglDisable(GL_SCISSOR_TEST);
824 for (i = 0;i < 3;i++)
837 f = DotProduct(vpn, r_origin) + 1;
838 if (DotProduct(vpn, v2) <= f)
840 // entirely behind nearclip plane
843 if (DotProduct(vpn, v) >= f)
845 // entirely infront of nearclip plane
846 x1 = y1 = x2 = y2 = 0;
847 for (i = 0;i < 8;i++)
849 v[0] = (i & 1) ? mins[0] : maxs[0];
850 v[1] = (i & 2) ? mins[1] : maxs[1];
851 v[2] = (i & 4) ? mins[2] : maxs[2];
853 GL_TransformToScreen(v, v2);
854 //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]);
873 // clipped by nearclip plane
874 // this is nasty and crude...
875 // create viewspace bbox
876 for (i = 0;i < 8;i++)
878 v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_origin[0];
879 v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_origin[1];
880 v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_origin[2];
881 v2[0] = DotProduct(v, vright);
882 v2[1] = DotProduct(v, vup);
883 v2[2] = DotProduct(v, vpn);
886 if (smins[0] > v2[0]) smins[0] = v2[0];
887 if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
888 if (smins[1] > v2[1]) smins[1] = v2[1];
889 if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
890 if (smins[2] > v2[2]) smins[2] = v2[2];
891 if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
895 smins[0] = smaxs[0] = v2[0];
896 smins[1] = smaxs[1] = v2[1];
897 smins[2] = smaxs[2] = v2[2];
900 // now we have a bbox in viewspace
901 // clip it to the view plane
904 // return true if that culled the box
905 if (smins[2] >= smaxs[2])
907 // ok some of it is infront of the view, transform each corner back to
908 // worldspace and then to screenspace and make screen rect
909 // initialize these variables just to avoid compiler warnings
910 x1 = y1 = x2 = y2 = 0;
911 for (i = 0;i < 8;i++)
913 v2[0] = (i & 1) ? smins[0] : smaxs[0];
914 v2[1] = (i & 2) ? smins[1] : smaxs[1];
915 v2[2] = (i & 4) ? smins[2] : smaxs[2];
916 v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_origin[0];
917 v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_origin[1];
918 v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_origin[2];
920 GL_TransformToScreen(v, v2);
921 //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]);
938 // this code doesn't handle boxes with any points behind view properly
939 x1 = 1000;x2 = -1000;
940 y1 = 1000;y2 = -1000;
941 for (i = 0;i < 8;i++)
943 v[0] = (i & 1) ? mins[0] : maxs[0];
944 v[1] = (i & 2) ? mins[1] : maxs[1];
945 v[2] = (i & 4) ? mins[2] : maxs[2];
947 GL_TransformToScreen(v, v2);
948 //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]);
966 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
967 if (ix1 < r_refdef.x) ix1 = r_refdef.x;
968 if (iy1 < r_refdef.y) iy1 = r_refdef.y;
969 if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width;
970 if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height;
971 if (ix2 <= ix1 || iy2 <= iy1)
973 // set up the scissor rectangle
974 qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
975 qglEnable(GL_SCISSOR_TEST);
980 void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
982 float *color4f = varray_color4f;
983 float dist, dot, intensity, v[3], n[3];
984 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
986 Matrix4x4_Transform(m, vertex3f, v);
987 if ((dist = DotProduct(v, v)) < 1)
989 Matrix4x4_Transform3x3(m, normal3f, n);
990 if ((dot = DotProduct(n, v)) > 0)
993 intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
994 VectorScale(lightcolor, intensity, color4f);
999 VectorClear(color4f);
1005 VectorClear(color4f);
1011 void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
1013 float *color4f = varray_color4f;
1014 float dist, dot, intensity, v[3], n[3];
1015 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1017 Matrix4x4_Transform(m, vertex3f, v);
1018 if ((dist = fabs(v[2])) < 1)
1020 Matrix4x4_Transform3x3(m, normal3f, n);
1021 if ((dot = DotProduct(n, v)) > 0)
1023 intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
1024 VectorScale(lightcolor, intensity, color4f);
1029 VectorClear(color4f);
1035 VectorClear(color4f);
1041 // FIXME: this should be done in a vertex program when possible
1042 // FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE
1043 void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1047 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1048 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1049 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1056 void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1060 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1061 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1068 void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1072 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1074 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1075 // the cubemap normalizes this for us
1076 out3f[0] = DotProduct(svector3f, lightdir);
1077 out3f[1] = DotProduct(tvector3f, lightdir);
1078 out3f[2] = DotProduct(normal3f, lightdir);
1082 void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1085 float lightdir[3], eyedir[3], halfdir[3];
1086 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1088 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1089 VectorNormalizeFast(lightdir);
1090 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1091 VectorNormalizeFast(eyedir);
1092 VectorAdd(lightdir, eyedir, halfdir);
1093 // the cubemap normalizes this for us
1094 out3f[0] = DotProduct(svector3f, halfdir);
1095 out3f[1] = DotProduct(tvector3f, halfdir);
1096 out3f[2] = DotProduct(normal3f, halfdir);
1100 void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
1103 float color[3], color2[3];
1105 memset(&m, 0, sizeof(m));
1106 if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
1109 bumptexture = r_shadow_blankbumptexture;
1110 // colorscale accounts for how much we multiply the brightness during combine
1111 // mult is how many times the final pass of the lighting will be
1112 // performed to get more brightness than otherwise possible
1113 // limit mult to 64 for sanity sake
1114 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1116 // 3/2 3D combine path (Geforce3, Radeon 8500)
1117 m.tex[0] = R_GetTexture(bumptexture);
1118 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1119 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1120 m.texcombinergb[0] = GL_REPLACE;
1121 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1122 R_Mesh_TextureState(&m);
1123 qglColorMask(0,0,0,1);
1124 qglDisable(GL_BLEND);
1126 R_Mesh_GetSpace(numverts);
1127 R_Mesh_CopyVertex3f(vertex3f, numverts);
1128 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1129 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1130 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
1131 R_Mesh_Draw(numverts, numtriangles, elements);
1133 c_rt_lighttris += numtriangles;
1135 m.tex[0] = R_GetTexture(basetexture);
1137 m.texcubemap[1] = R_GetTexture(lightcubemap);
1139 m.texcombinergb[0] = GL_MODULATE;
1140 m.texcombinergb[1] = GL_MODULATE;
1141 R_Mesh_TextureState(&m);
1142 qglColorMask(1,1,1,0);
1143 qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1144 qglEnable(GL_BLEND);
1146 VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
1147 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1149 color[0] = bound(0, color2[0], 1);
1150 color[1] = bound(0, color2[1], 1);
1151 color[2] = bound(0, color2[2], 1);
1152 GL_Color(color[0], color[1], color[2], 1);
1153 R_Mesh_GetSpace(numverts);
1154 R_Mesh_CopyVertex3f(vertex3f, numverts);
1155 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1157 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
1158 R_Mesh_Draw(numverts, numtriangles, elements);
1160 c_rt_lighttris += numtriangles;
1163 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
1165 // 1/2/2 3D combine path (original Radeon)
1166 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1167 R_Mesh_TextureState(&m);
1168 qglColorMask(0,0,0,1);
1169 qglDisable(GL_BLEND);
1171 R_Mesh_GetSpace(numverts);
1172 R_Mesh_CopyVertex3f(vertex3f, numverts);
1173 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1174 R_Mesh_Draw(numverts, numtriangles, elements);
1176 c_rt_lighttris += numtriangles;
1178 m.tex[0] = R_GetTexture(bumptexture);
1180 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1181 m.texcombinergb[0] = GL_REPLACE;
1182 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1183 R_Mesh_TextureState(&m);
1184 qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
1185 qglEnable(GL_BLEND);
1186 R_Mesh_GetSpace(numverts);
1187 R_Mesh_CopyVertex3f(vertex3f, numverts);
1188 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1189 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1190 R_Mesh_Draw(numverts, numtriangles, elements);
1192 c_rt_lighttris += numtriangles;
1194 m.tex[0] = R_GetTexture(basetexture);
1195 m.texcubemap[1] = R_GetTexture(lightcubemap);
1196 m.texcombinergb[0] = GL_MODULATE;
1197 m.texcombinergb[1] = GL_MODULATE;
1198 R_Mesh_TextureState(&m);
1199 qglColorMask(1,1,1,0);
1200 qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1202 VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
1203 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1205 color[0] = bound(0, color2[0], 1);
1206 color[1] = bound(0, color2[1], 1);
1207 color[2] = bound(0, color2[2], 1);
1208 GL_Color(color[0], color[1], color[2], 1);
1209 R_Mesh_GetSpace(numverts);
1210 R_Mesh_CopyVertex3f(vertex3f, numverts);
1211 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1213 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
1214 R_Mesh_Draw(numverts, numtriangles, elements);
1216 c_rt_lighttris += numtriangles;
1219 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
1221 // 2/2 3D combine path (original Radeon)
1222 m.tex[0] = R_GetTexture(bumptexture);
1223 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1224 m.texcombinergb[0] = GL_REPLACE;
1225 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1226 R_Mesh_TextureState(&m);
1228 qglColorMask(0,0,0,1);
1229 qglDisable(GL_BLEND);
1230 R_Mesh_GetSpace(numverts);
1231 R_Mesh_CopyVertex3f(vertex3f, numverts);
1232 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1233 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1234 R_Mesh_Draw(numverts, numtriangles, elements);
1236 c_rt_lighttris += numtriangles;
1238 m.tex[0] = R_GetTexture(basetexture);
1239 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1240 m.texcubemap[1] = 0;
1241 m.texcombinergb[0] = GL_MODULATE;
1242 m.texcombinergb[1] = GL_MODULATE;
1243 R_Mesh_TextureState(&m);
1244 qglColorMask(1,1,1,0);
1245 qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1246 qglEnable(GL_BLEND);
1248 VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
1249 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1251 color[0] = bound(0, color2[0], 1);
1252 color[1] = bound(0, color2[1], 1);
1253 color[2] = bound(0, color2[2], 1);
1254 GL_Color(color[0], color[1], color[2], 1);
1255 R_Mesh_GetSpace(numverts);
1256 R_Mesh_CopyVertex3f(vertex3f, numverts);
1257 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1258 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
1259 R_Mesh_Draw(numverts, numtriangles, elements);
1261 c_rt_lighttris += numtriangles;
1264 else if (r_textureunits.integer >= 4)
1266 // 4/2 2D combine path (Geforce3, Radeon 8500)
1267 m.tex[0] = R_GetTexture(bumptexture);
1268 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1269 m.texcombinergb[0] = GL_REPLACE;
1270 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1271 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1272 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1273 R_Mesh_TextureState(&m);
1274 qglColorMask(0,0,0,1);
1275 qglDisable(GL_BLEND);
1277 R_Mesh_GetSpace(numverts);
1278 R_Mesh_CopyVertex3f(vertex3f, numverts);
1279 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1280 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1281 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
1282 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
1283 R_Mesh_Draw(numverts, numtriangles, elements);
1285 c_rt_lighttris += numtriangles;
1287 m.tex[0] = R_GetTexture(basetexture);
1288 m.texcubemap[1] = R_GetTexture(lightcubemap);
1289 m.texcombinergb[0] = GL_MODULATE;
1290 m.texcombinergb[1] = GL_MODULATE;
1293 R_Mesh_TextureState(&m);
1294 qglColorMask(1,1,1,0);
1295 qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1296 qglEnable(GL_BLEND);
1298 VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
1299 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1301 color[0] = bound(0, color2[0], 1);
1302 color[1] = bound(0, color2[1], 1);
1303 color[2] = bound(0, color2[2], 1);
1304 GL_Color(color[0], color[1], color[2], 1);
1305 R_Mesh_GetSpace(numverts);
1306 R_Mesh_CopyVertex3f(vertex3f, numverts);
1307 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1309 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
1310 R_Mesh_Draw(numverts, numtriangles, elements);
1312 c_rt_lighttris += numtriangles;
1317 // 2/2/2 2D combine path (any dot3 card)
1318 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1319 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1320 R_Mesh_TextureState(&m);
1321 qglColorMask(0,0,0,1);
1322 qglDisable(GL_BLEND);
1324 R_Mesh_GetSpace(numverts);
1325 R_Mesh_CopyVertex3f(vertex3f, numverts);
1326 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1327 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
1328 R_Mesh_Draw(numverts, numtriangles, elements);
1330 c_rt_lighttris += numtriangles;
1332 m.tex[0] = R_GetTexture(bumptexture);
1334 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1335 m.texcombinergb[0] = GL_REPLACE;
1336 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1337 R_Mesh_TextureState(&m);
1338 qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
1339 qglEnable(GL_BLEND);
1340 R_Mesh_GetSpace(numverts);
1341 R_Mesh_CopyVertex3f(vertex3f, numverts);
1342 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1343 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1344 R_Mesh_Draw(numverts, numtriangles, elements);
1346 c_rt_lighttris += numtriangles;
1348 m.tex[0] = R_GetTexture(basetexture);
1349 m.texcubemap[1] = R_GetTexture(lightcubemap);
1350 m.texcombinergb[0] = GL_MODULATE;
1351 m.texcombinergb[1] = GL_MODULATE;
1352 R_Mesh_TextureState(&m);
1353 qglColorMask(1,1,1,0);
1354 qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1356 VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
1357 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1359 color[0] = bound(0, color2[0], 1);
1360 color[1] = bound(0, color2[1], 1);
1361 color[2] = bound(0, color2[2], 1);
1362 GL_Color(color[0], color[1], color[2], 1);
1363 R_Mesh_GetSpace(numverts);
1364 R_Mesh_CopyVertex3f(vertex3f, numverts);
1365 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1367 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
1368 R_Mesh_Draw(numverts, numtriangles, elements);
1370 c_rt_lighttris += numtriangles;
1376 if (r_textureunits.integer >= 2)
1380 m.tex[0] = R_GetTexture(basetexture);
1381 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1382 R_Mesh_TextureState(&m);
1383 qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
1384 qglEnable(GL_BLEND);
1386 m.tex[0] = R_GetTexture(basetexture);
1387 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1388 m.blendfunc1 = GL_SRC_ALPHA;
1389 m.blendfunc2 = GL_ONE;
1392 VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
1393 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1395 color[0] = bound(0, color2[0], 1);
1396 color[1] = bound(0, color2[1], 1);
1397 color[2] = bound(0, color2[2], 1);
1399 R_Mesh_GetSpace(numverts);
1400 R_Mesh_CopyVertex3f(vertex3f, numverts);
1401 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1402 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
1403 R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
1404 R_Mesh_Draw(numverts, numtriangles, elements);
1411 m.tex[0] = R_GetTexture(basetexture);
1412 R_Mesh_TextureState(&m);
1413 qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
1414 qglEnable(GL_BLEND);
1416 m.tex[0] = R_GetTexture(basetexture);
1417 m.blendfunc1 = GL_SRC_ALPHA;
1418 m.blendfunc2 = GL_ONE;
1421 VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
1422 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1424 color[0] = bound(0, color2[0], 1);
1425 color[1] = bound(0, color2[1], 1);
1426 color[2] = bound(0, color2[2], 1);
1428 R_Mesh_GetSpace(numverts);
1429 R_Mesh_CopyVertex3f(vertex3f, numverts);
1430 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1431 R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
1432 R_Mesh_Draw(numverts, numtriangles, elements);
1438 void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
1441 float color[3], color2[3];
1443 if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil)
1445 memset(&m, 0, sizeof(m));
1447 bumptexture = r_shadow_blankbumptexture;
1449 glosstexture = r_shadow_blankglosstexture;
1450 if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
1452 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
1454 // 2/0/0/1/2 3D combine blendsquare path
1455 m.tex[0] = R_GetTexture(bumptexture);
1456 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1457 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1458 R_Mesh_TextureState(&m);
1459 qglColorMask(0,0,0,1);
1460 // this squares the result
1461 qglEnable(GL_BLEND);
1462 qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
1464 R_Mesh_GetSpace(numverts);
1465 R_Mesh_CopyVertex3f(vertex3f, numverts);
1466 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1467 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
1468 R_Mesh_Draw(numverts, numtriangles, elements);
1470 c_rt_lighttris += numtriangles;
1473 m.texcubemap[1] = 0;
1474 m.texcombinergb[1] = GL_MODULATE;
1475 R_Mesh_TextureState(&m);
1476 // square alpha in framebuffer a few times to make it shiny
1477 qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
1478 // these comments are a test run through this math for intensity 0.5
1479 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1480 // 0.25 * 0.25 = 0.0625 (this is another pass)
1481 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1482 for (renders = 0;renders < 2;renders++)
1484 R_Mesh_GetSpace(numverts);
1485 R_Mesh_CopyVertex3f(vertex3f, numverts);
1486 R_Mesh_Draw(numverts, numtriangles, elements);
1488 c_rt_lightmeshes += 3;
1489 c_rt_lighttris += numtriangles * 3;
1491 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1492 R_Mesh_TextureState(&m);
1493 qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
1494 R_Mesh_GetSpace(numverts);
1495 R_Mesh_CopyVertex3f(vertex3f, numverts);
1496 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1497 R_Mesh_Draw(numverts, numtriangles, elements);
1499 c_rt_lighttris += numtriangles;
1502 m.tex[0] = R_GetTexture(glosstexture);
1503 m.texcubemap[1] = R_GetTexture(lightcubemap);
1504 R_Mesh_TextureState(&m);
1505 qglColorMask(1,1,1,0);
1506 qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1508 VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
1509 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1511 color[0] = bound(0, color2[0], 1);
1512 color[1] = bound(0, color2[1], 1);
1513 color[2] = bound(0, color2[2], 1);
1514 GL_Color(color[0], color[1], color[2], 1);
1515 R_Mesh_GetSpace(numverts);
1516 R_Mesh_CopyVertex3f(vertex3f, numverts);
1517 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1519 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
1520 R_Mesh_Draw(numverts, numtriangles, elements);
1522 c_rt_lighttris += numtriangles;
1525 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
1527 // 2/0/0/2 3D combine blendsquare path
1528 m.tex[0] = R_GetTexture(bumptexture);
1529 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1530 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1531 R_Mesh_TextureState(&m);
1532 qglColorMask(0,0,0,1);
1533 // this squares the result
1534 qglEnable(GL_BLEND);
1535 qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
1537 R_Mesh_GetSpace(numverts);
1538 R_Mesh_CopyVertex3f(vertex3f, numverts);
1539 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1540 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
1541 R_Mesh_Draw(numverts, numtriangles, elements);
1543 c_rt_lighttris += numtriangles;
1546 m.texcubemap[1] = 0;
1547 m.texcombinergb[1] = GL_MODULATE;
1548 R_Mesh_TextureState(&m);
1549 // square alpha in framebuffer a few times to make it shiny
1550 qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
1551 // these comments are a test run through this math for intensity 0.5
1552 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1553 // 0.25 * 0.25 = 0.0625 (this is another pass)
1554 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1555 for (renders = 0;renders < 2;renders++)
1557 R_Mesh_GetSpace(numverts);
1558 R_Mesh_CopyVertex3f(vertex3f, numverts);
1559 R_Mesh_Draw(numverts, numtriangles, elements);
1561 c_rt_lightmeshes += 3;
1562 c_rt_lighttris += numtriangles * 3;
1564 R_Mesh_CopyVertex3f(vertex3f, numverts);
1565 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1566 m.tex[0] = R_GetTexture(glosstexture);
1567 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1568 R_Mesh_TextureState(&m);
1569 qglColorMask(1,1,1,0);
1570 qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1572 c_rt_lighttris += numtriangles;
1574 VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
1575 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1577 color[0] = bound(0, color2[0], 1);
1578 color[1] = bound(0, color2[1], 1);
1579 color[2] = bound(0, color2[2], 1);
1580 GL_Color(color[0], color[1], color[2], 1);
1581 R_Mesh_GetSpace(numverts);
1582 R_Mesh_CopyVertex3f(vertex3f, numverts);
1583 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1584 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
1585 R_Mesh_Draw(numverts, numtriangles, elements);
1587 c_rt_lighttris += numtriangles;
1590 else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
1592 // 2/0/0/2/2 2D combine blendsquare path
1593 m.tex[0] = R_GetTexture(bumptexture);
1594 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1595 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1596 R_Mesh_TextureState(&m);
1597 qglColorMask(0,0,0,1);
1598 // this squares the result
1599 qglEnable(GL_BLEND);
1600 qglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
1602 R_Mesh_GetSpace(numverts);
1603 R_Mesh_CopyVertex3f(vertex3f, numverts);
1604 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1605 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
1606 R_Mesh_Draw(numverts, numtriangles, elements);
1608 c_rt_lighttris += numtriangles;
1611 m.texcubemap[1] = 0;
1612 m.texcombinergb[1] = GL_MODULATE;
1613 R_Mesh_TextureState(&m);
1614 // square alpha in framebuffer a few times to make it shiny
1615 qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
1616 // these comments are a test run through this math for intensity 0.5
1617 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1618 // 0.25 * 0.25 = 0.0625 (this is another pass)
1619 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1620 for (renders = 0;renders < 2;renders++)
1622 R_Mesh_GetSpace(numverts);
1623 R_Mesh_CopyVertex3f(vertex3f, numverts);
1624 R_Mesh_Draw(numverts, numtriangles, elements);
1626 c_rt_lightmeshes += 3;
1627 c_rt_lighttris += numtriangles * 3;
1629 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1630 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1631 R_Mesh_TextureState(&m);
1632 qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
1633 R_Mesh_GetSpace(numverts);
1634 R_Mesh_CopyVertex3f(vertex3f, numverts);
1635 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1636 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
1637 R_Mesh_Draw(numverts, numtriangles, elements);
1639 c_rt_lighttris += numtriangles;
1641 m.tex[0] = R_GetTexture(glosstexture);
1642 m.texcubemap[1] = R_GetTexture(lightcubemap);
1643 R_Mesh_TextureState(&m);
1644 qglColorMask(1,1,1,0);
1645 qglBlendFunc(GL_DST_ALPHA, GL_ONE);
1647 VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
1648 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1650 color[0] = bound(0, color2[0], 1);
1651 color[1] = bound(0, color2[1], 1);
1652 color[2] = bound(0, color2[2], 1);
1653 GL_Color(color[0], color[1], color[2], 1);
1654 R_Mesh_GetSpace(numverts);
1655 R_Mesh_CopyVertex3f(vertex3f, numverts);
1656 R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
1658 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
1659 R_Mesh_Draw(numverts, numtriangles, elements);
1661 c_rt_lighttris += numtriangles;
1667 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light)
1669 R_Mesh_Matrix(matrix);
1670 R_Shadow_RenderShadowMeshVolume(light->shadowvolume);
1673 cvar_t r_editlights = {0, "r_editlights", "0"};
1674 cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
1675 cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
1676 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
1677 cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
1678 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
1679 cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
1680 cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
1681 worldlight_t *r_shadow_worldlightchain;
1682 worldlight_t *r_shadow_selectedlight;
1683 vec3_t r_editlights_cursorlocation;
1685 static int castshadowcount = 1;
1686 void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname, int castshadow)
1688 int i, j, k, l, maxverts = 256, *mark, tris;
1689 float *vertex3f = NULL;
1691 shadowmesh_t *mesh, *castmesh;
1695 surfmesh_t *surfmesh;
1697 if (radius < 15 || DotProduct(color, color) < 0.03)
1699 Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
1703 e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t));
1704 VectorCopy(origin, e->origin);
1705 VectorCopy(color, e->light);
1706 e->lightradius = radius;
1708 if (e->style < 0 || e->style >= MAX_LIGHTSTYLES)
1710 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", e->style, MAX_LIGHTSTYLES);
1713 e->castshadows = castshadow;
1715 e->cullradius = e->lightradius;
1716 for (k = 0;k < 3;k++)
1718 e->mins[k] = e->origin[k] - e->lightradius;
1719 e->maxs[k] = e->origin[k] + e->lightradius;
1722 e->next = r_shadow_worldlightchain;
1723 r_shadow_worldlightchain = e;
1724 if (cubemapname && cubemapname[0])
1726 e->cubemapname = Mem_Alloc(r_shadow_mempool, strlen(cubemapname) + 1);
1727 strcpy(e->cubemapname, cubemapname);
1728 // FIXME: add cubemap loading (and don't load a cubemap twice)
1733 i = Mod_PointContents(e->origin, cl.worldmodel);
1734 if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
1737 qbyte *bytesurfacepvs;
1739 byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->numleafs + 1);
1740 bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->numsurfaces);
1742 Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin));
1744 for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
1745 if (byteleafpvs[i+1] && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
1746 leaf->worldnodeframe = castshadowcount;
1748 for (i = 0, surf = cl.worldmodel->surfaces;i < cl.worldmodel->numsurfaces;i++, surf++)
1749 if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
1750 surf->castshadow = castshadowcount;
1752 Mem_Free(byteleafpvs);
1753 Mem_Free(bytesurfacepvs);
1757 leaf = Mod_PointInLeaf(origin, cl.worldmodel);
1758 pvs = Mod_LeafPVS(leaf, cl.worldmodel);
1759 for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
1761 if (pvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
1763 leaf->worldnodeframe = castshadowcount;
1764 for (j = 0, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++)
1766 surf = cl.worldmodel->surfaces + *mark;
1767 if (surf->castshadow != castshadowcount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
1768 surf->castshadow = castshadowcount;
1775 for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
1776 if (leaf->worldnodeframe == castshadowcount)
1779 for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
1780 if (surf->castshadow == castshadowcount)
1784 e->leafs = Mem_Alloc(r_shadow_mempool, e->numleafs * sizeof(mleaf_t *));
1786 e->surfaces = Mem_Alloc(r_shadow_mempool, e->numsurfaces * sizeof(msurface_t *));
1788 for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
1789 if (leaf->worldnodeframe == castshadowcount)
1790 e->leafs[e->numleafs++] = leaf;
1792 for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
1793 if (surf->castshadow == castshadowcount)
1794 e->surfaces[e->numsurfaces++] = surf;
1796 // find bounding box of lit leafs
1797 VectorCopy(e->origin, e->mins);
1798 VectorCopy(e->origin, e->maxs);
1799 for (j = 0;j < e->numleafs;j++)
1802 for (k = 0;k < 3;k++)
1804 if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
1805 if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
1809 for (k = 0;k < 3;k++)
1811 if (e->mins[k] < e->origin[k] - e->lightradius) e->mins[k] = e->origin[k] - e->lightradius;
1812 if (e->maxs[k] > e->origin[k] + e->lightradius) e->maxs[k] = e->origin[k] + e->lightradius;
1814 e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
1819 for (j = 0;j < e->numsurfaces;j++)
1821 surf = e->surfaces[j];
1822 if (surf->flags & SURF_SHADOWCAST)
1824 surf->castshadow = castshadowcount;
1825 if (maxverts < surf->poly_numverts)
1826 maxverts = surf->poly_numverts;
1829 e->shadowvolume = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
1830 // make a mesh to cast a shadow volume from
1831 castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
1832 for (j = 0;j < e->numsurfaces;j++)
1833 if (e->surfaces[j]->castshadow == castshadowcount)
1834 for (surfmesh = e->surfaces[j]->mesh;surfmesh;surfmesh = surfmesh->chain)
1835 Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->numverts, surfmesh->vertex3f, surfmesh->numtriangles, surfmesh->element3i);
1836 castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh);
1838 // cast shadow volume from castmesh
1839 for (mesh = castmesh;mesh;mesh = mesh->next)
1841 R_Shadow_ResizeTriangleFacingLight(castmesh->numtriangles);
1842 R_Shadow_ResizeShadowElements(castmesh->numtriangles);
1844 if (maxverts < castmesh->numverts * 2)
1846 maxverts = castmesh->numverts * 2;
1851 if (vertex3f == NULL && maxverts > 0)
1852 vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
1854 // now that we have the buffers big enough, construct shadow volume mesh
1855 memcpy(vertex3f, castmesh->vertex3f, castmesh->numverts * sizeof(float[3]));
1856 tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(castmesh->element3i, vertex3f, castmesh->numtriangles, trianglefacinglight, trianglefacinglightlist, e->origin);
1857 tris = R_Shadow_BuildShadowVolume(castmesh->element3i, castmesh->neighbor3i, castmesh->numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value);
1858 // add the constructed shadow volume mesh
1859 Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, castmesh->numverts, vertex3f, tris, shadowelements);
1864 // we're done with castmesh now
1865 Mod_ShadowMesh_Free(castmesh);
1866 e->shadowvolume = Mod_ShadowMesh_Finish(r_shadow_mempool, e->shadowvolume);
1867 for (l = 0, mesh = e->shadowvolume;mesh;mesh = mesh->next)
1868 l += mesh->numtriangles;
1869 Con_Printf("static shadow volume built containing %i triangles\n", l);
1872 Con_Printf("%f %f %f, %f %f %f, %f, %f, %d, %d\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], e->cullradius, e->lightradius, e->numleafs, e->numsurfaces);
1875 void R_Shadow_FreeWorldLight(worldlight_t *light)
1877 worldlight_t **lightpointer;
1878 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
1879 if (*lightpointer != light)
1880 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
1881 *lightpointer = light->next;
1882 if (light->cubemapname)
1883 Mem_Free(light->cubemapname);
1884 if (light->shadowvolume)
1885 Mod_ShadowMesh_Free(light->shadowvolume);
1886 if (light->surfaces)
1887 Mem_Free(light->surfaces);
1889 Mem_Free(light->leafs);
1893 void R_Shadow_ClearWorldLights(void)
1895 while (r_shadow_worldlightchain)
1896 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
1897 r_shadow_selectedlight = NULL;
1900 void R_Shadow_SelectLight(worldlight_t *light)
1902 if (r_shadow_selectedlight)
1903 r_shadow_selectedlight->selected = false;
1904 r_shadow_selectedlight = light;
1905 if (r_shadow_selectedlight)
1906 r_shadow_selectedlight->selected = true;
1910 void R_DrawLightSprite(int texnum, const vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
1917 VectorSubtract(origin, r_origin, diff);
1918 ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
1921 memset(&m, 0, sizeof(m));
1922 m.blendfunc1 = GL_SRC_ALPHA;
1923 m.blendfunc2 = GL_ONE;
1925 R_Mesh_Matrix(&r_identitymatrix);
1928 GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
1929 R_DrawSpriteMesh(origin, vright, vup, scale, -scale, -scale, scale);
1932 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
1935 pic = Draw_CachePic("gfx/crosshair1.tga");
1937 R_DrawLightSprite(R_GetTexture(pic->tex), r_editlights_cursorlocation, r_editlights_cursorgrid.value * 0.5f, 1, 1, 1, 0.5);
1940 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
1943 const worldlight_t *light;
1946 if (light->selected)
1947 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
1948 if (light->shadowvolume)
1949 R_DrawLightSprite(calldata2, light->origin, 8, intensity, intensity, intensity, 0.5);
1951 R_DrawLightSprite(calldata2, light->origin, 8, intensity * 0.5, intensity * 0.5, intensity * 0.5, 0.5);
1954 void R_Shadow_DrawLightSprites(void)
1958 worldlight_t *light;
1960 for (i = 0;i < 5;i++)
1962 pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1));
1964 texnums[i] = R_GetTexture(pic->tex);
1969 for (light = r_shadow_worldlightchain;light;light = light->next)
1970 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, texnums[((int) light) % 5]);
1971 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
1974 void R_Shadow_SelectLightInView(void)
1976 float bestrating, rating, temp[3];
1977 worldlight_t *best, *light;
1980 for (light = r_shadow_worldlightchain;light;light = light->next)
1982 VectorSubtract(light->origin, r_refdef.vieworg, temp);
1983 rating = (DotProduct(temp, vpn) / sqrt(DotProduct(temp, temp)));
1986 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
1987 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, 0, true, NULL) == 1.0f)
1989 bestrating = rating;
1994 R_Shadow_SelectLight(best);
1997 void R_Shadow_LoadWorldLights(void)
1999 int n, a, style, shadow;
2000 char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
2001 float origin[3], radius, color[3];
2002 if (cl.worldmodel == NULL)
2004 Con_Printf("No map loaded.\n");
2007 FS_StripExtension(cl.worldmodel->name, name);
2008 strcat(name, ".rtlights");
2009 lightsstring = FS_LoadFile(name, false);
2017 while (*s && *s != '\n')
2023 // check for modifier flags
2029 a = sscanf(t, "%f %f %f %f %f %f %f %d %s", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname);
2035 Con_Printf("found %d parameters on line %i, should be 8 or 9 parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style cubemapname)\n", a, n + 1);
2038 VectorScale(color, r_editlights_rtlightscolorscale.value, color);
2039 radius *= r_editlights_rtlightssizescale.value;
2040 R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadow);
2045 Con_Printf("invalid rtlights file \"%s\"\n", name);
2046 Mem_Free(lightsstring);
2050 void R_Shadow_SaveWorldLights(void)
2052 worldlight_t *light;
2053 int bufchars, bufmaxchars;
2055 char name[MAX_QPATH];
2057 if (!r_shadow_worldlightchain)
2059 if (cl.worldmodel == NULL)
2061 Con_Printf("No map loaded.\n");
2064 FS_StripExtension(cl.worldmodel->name, name);
2065 strcat(name, ".rtlights");
2066 bufchars = bufmaxchars = 0;
2068 for (light = r_shadow_worldlightchain;light;light = light->next)
2070 sprintf(line, "%s%g %g %g %g %g %g %g %d %s\n", light->castshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
2071 if (bufchars + strlen(line) > bufmaxchars)
2073 bufmaxchars = bufchars + strlen(line) + 2048;
2075 buf = Mem_Alloc(r_shadow_mempool, bufmaxchars);
2079 memcpy(buf, oldbuf, bufchars);
2085 memcpy(buf + bufchars, line, strlen(line));
2086 bufchars += strlen(line);
2090 FS_WriteFile(name, buf, bufchars);
2095 void R_Shadow_LoadLightsFile(void)
2098 char name[MAX_QPATH], *lightsstring, *s, *t;
2099 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
2100 if (cl.worldmodel == NULL)
2102 Con_Printf("No map loaded.\n");
2105 FS_StripExtension(cl.worldmodel->name, name);
2106 strcat(name, ".lights");
2107 lightsstring = FS_LoadFile(name, false);
2115 while (*s && *s != '\n')
2120 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);
2124 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);
2127 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
2128 radius = bound(15, radius, 4096);
2129 VectorScale(color, (2.0f / (8388608.0f)), color);
2130 R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
2135 Con_Printf("invalid lights file \"%s\"\n", name);
2136 Mem_Free(lightsstring);
2140 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
2142 int entnum, style, islight;
2143 char key[256], value[1024];
2144 float origin[3], radius, color[3], light, scale, originhack[3], overridecolor[3];
2147 if (cl.worldmodel == NULL)
2149 Con_Printf("No map loaded.\n");
2152 data = cl.worldmodel->entities;
2155 for (entnum = 0;COM_ParseToken(&data) && com_token[0] == '{';entnum++)
2158 origin[0] = origin[1] = origin[2] = 0;
2159 originhack[0] = originhack[1] = originhack[2] = 0;
2160 color[0] = color[1] = color[2] = 1;
2161 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
2167 if (!COM_ParseToken(&data))
2169 if (com_token[0] == '}')
2170 break; // end of entity
2171 if (com_token[0] == '_')
2172 strcpy(key, com_token + 1);
2174 strcpy(key, com_token);
2175 while (key[strlen(key)-1] == ' ') // remove trailing spaces
2176 key[strlen(key)-1] = 0;
2177 if (!COM_ParseToken(&data))
2179 strcpy(value, com_token);
2181 // now that we have the key pair worked out...
2182 if (!strcmp("light", key))
2183 light = atof(value);
2184 else if (!strcmp("origin", key))
2185 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
2186 else if (!strcmp("color", key))
2187 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
2188 else if (!strcmp("wait", key))
2189 scale = atof(value);
2190 else if (!strcmp("classname", key))
2192 if (!strncmp(value, "light", 5))
2195 if (!strcmp(value, "light_fluoro"))
2200 overridecolor[0] = 1;
2201 overridecolor[1] = 1;
2202 overridecolor[2] = 1;
2204 if (!strcmp(value, "light_fluorospark"))
2209 overridecolor[0] = 1;
2210 overridecolor[1] = 1;
2211 overridecolor[2] = 1;
2213 if (!strcmp(value, "light_globe"))
2218 overridecolor[0] = 1;
2219 overridecolor[1] = 0.8;
2220 overridecolor[2] = 0.4;
2222 if (!strcmp(value, "light_flame_large_yellow"))
2227 overridecolor[0] = 1;
2228 overridecolor[1] = 0.5;
2229 overridecolor[2] = 0.1;
2231 if (!strcmp(value, "light_flame_small_yellow"))
2236 overridecolor[0] = 1;
2237 overridecolor[1] = 0.5;
2238 overridecolor[2] = 0.1;
2240 if (!strcmp(value, "light_torch_small_white"))
2245 overridecolor[0] = 1;
2246 overridecolor[1] = 0.5;
2247 overridecolor[2] = 0.1;
2249 if (!strcmp(value, "light_torch_small_walltorch"))
2254 overridecolor[0] = 1;
2255 overridecolor[1] = 0.5;
2256 overridecolor[2] = 0.1;
2260 else if (!strcmp("style", key))
2261 style = atoi(value);
2263 if (light <= 0 && islight)
2265 radius = min(light * r_editlights_quakelightsizescale.value / scale, 1048576);
2266 light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
2267 if (color[0] == 1 && color[1] == 1 && color[2] == 1)
2268 VectorCopy(overridecolor, color);
2269 VectorScale(color, light, color);
2270 VectorAdd(origin, originhack, origin);
2272 R_Shadow_NewWorldLight(origin, radius, color, style, NULL, true);
2277 void R_Shadow_SetCursorLocationForView(void)
2279 vec_t dist, push, frac;
2280 vec3_t dest, endpos, normal;
2281 VectorMA(r_refdef.vieworg, r_editlights_cursordistance.value, vpn, dest);
2282 frac = CL_TraceLine(r_refdef.vieworg, dest, endpos, normal, 0, true, NULL);
2285 dist = frac * r_editlights_cursordistance.value;
2286 push = r_editlights_cursorpushback.value;
2290 VectorMA(endpos, push, vpn, endpos);
2291 VectorMA(endpos, r_editlights_cursorpushoff.value, normal, endpos);
2293 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
2294 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
2295 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
2298 void R_Shadow_UpdateWorldLightSelection(void)
2300 R_Shadow_SetCursorLocationForView();
2301 if (r_editlights.integer)
2303 R_Shadow_SelectLightInView();
2304 R_Shadow_DrawLightSprites();
2307 R_Shadow_SelectLight(NULL);
2310 void R_Shadow_EditLights_Clear_f(void)
2312 R_Shadow_ClearWorldLights();
2315 void R_Shadow_EditLights_Reload_f(void)
2317 r_shadow_reloadlights = true;
2320 void R_Shadow_EditLights_Save_f(void)
2323 R_Shadow_SaveWorldLights();
2326 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
2328 R_Shadow_ClearWorldLights();
2329 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
2332 void R_Shadow_EditLights_ImportLightsFile_f(void)
2334 R_Shadow_ClearWorldLights();
2335 R_Shadow_LoadLightsFile();
2338 void R_Shadow_EditLights_Spawn_f(void)
2341 if (!r_editlights.integer)
2343 Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
2346 if (Cmd_Argc() != 1)
2348 Con_Printf("r_editlights_spawn does not take parameters\n");
2351 color[0] = color[1] = color[2] = 1;
2352 R_Shadow_NewWorldLight(r_editlights_cursorlocation, 200, color, 0, NULL, true);
2355 void R_Shadow_EditLights_Edit_f(void)
2357 vec3_t origin, color;
2360 char cubemapname[1024];
2361 if (!r_editlights.integer)
2363 Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
2366 if (!r_shadow_selectedlight)
2368 Con_Printf("No selected light.\n");
2371 VectorCopy(r_shadow_selectedlight->origin, origin);
2372 radius = r_shadow_selectedlight->lightradius;
2373 VectorCopy(r_shadow_selectedlight->light, color);
2374 style = r_shadow_selectedlight->style;
2375 if (r_shadow_selectedlight->cubemapname)
2376 strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
2379 shadows = r_shadow_selectedlight->castshadows;
2380 if (!strcmp(Cmd_Argv(1), "origin"))
2382 if (Cmd_Argc() != 5)
2384 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
2387 origin[0] = atof(Cmd_Argv(2));
2388 origin[1] = atof(Cmd_Argv(3));
2389 origin[2] = atof(Cmd_Argv(4));
2391 else if (!strcmp(Cmd_Argv(1), "originx"))
2393 if (Cmd_Argc() != 3)
2395 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2398 origin[0] = atof(Cmd_Argv(2));
2400 else if (!strcmp(Cmd_Argv(1), "originy"))
2402 if (Cmd_Argc() != 3)
2404 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2407 origin[1] = atof(Cmd_Argv(2));
2409 else if (!strcmp(Cmd_Argv(1), "originz"))
2411 if (Cmd_Argc() != 3)
2413 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2416 origin[2] = atof(Cmd_Argv(2));
2418 else if (!strcmp(Cmd_Argv(1), "move"))
2420 if (Cmd_Argc() != 5)
2422 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(0));
2425 origin[0] += atof(Cmd_Argv(2));
2426 origin[1] += atof(Cmd_Argv(3));
2427 origin[2] += atof(Cmd_Argv(4));
2429 else if (!strcmp(Cmd_Argv(1), "movex"))
2431 if (Cmd_Argc() != 3)
2433 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2436 origin[0] += atof(Cmd_Argv(2));
2438 else if (!strcmp(Cmd_Argv(1), "movey"))
2440 if (Cmd_Argc() != 3)
2442 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2445 origin[1] += atof(Cmd_Argv(2));
2447 else if (!strcmp(Cmd_Argv(1), "movez"))
2449 if (Cmd_Argc() != 3)
2451 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2454 origin[2] += atof(Cmd_Argv(2));
2456 else if (!strcmp(Cmd_Argv(1), "color"))
2458 if (Cmd_Argc() != 5)
2460 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(0));
2463 color[0] = atof(Cmd_Argv(2));
2464 color[1] = atof(Cmd_Argv(3));
2465 color[2] = atof(Cmd_Argv(4));
2467 else if (!strcmp(Cmd_Argv(1), "radius"))
2469 if (Cmd_Argc() != 3)
2471 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2474 radius = atof(Cmd_Argv(2));
2476 else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "style"))
2478 if (Cmd_Argc() != 3)
2480 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2483 style = atoi(Cmd_Argv(2));
2485 else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "cubemap"))
2489 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2492 if (Cmd_Argc() == 3)
2493 strcpy(cubemapname, Cmd_Argv(2));
2497 else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "shadows"))
2499 if (Cmd_Argc() != 3)
2501 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(0));
2504 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
2508 Con_Printf("usage: r_editlights_edit [property] [value]\n");
2509 Con_Printf("Selected light's properties:\n");
2510 Con_Printf("Origin: %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
2511 Con_Printf("Radius: %f\n", r_shadow_selectedlight->lightradius);
2512 Con_Printf("Color: %f %f %f\n", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);
2513 Con_Printf("Style: %i\n", r_shadow_selectedlight->style);
2514 Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
2515 Con_Printf("Shadows: %s\n", r_shadow_selectedlight->castshadows ? "yes" : "no");
2518 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
2519 r_shadow_selectedlight = NULL;
2520 R_Shadow_NewWorldLight(origin, radius, color, style, cubemapname, shadows);
2523 extern int con_vislines;
2524 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
2528 if (r_shadow_selectedlight == NULL)
2532 sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2533 sprintf(temp, "Origin %f %f %f", 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;
2534 sprintf(temp, "Radius %f", r_shadow_selectedlight->lightradius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2535 sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->light[0], r_shadow_selectedlight->light[1], r_shadow_selectedlight->light[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2536 sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2537 sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2538 sprintf(temp, "Shadows %s", r_shadow_selectedlight->castshadows ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2541 void R_Shadow_EditLights_ToggleShadow_f(void)
2543 if (!r_editlights.integer)
2545 Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
2548 if (!r_shadow_selectedlight)
2550 Con_Printf("No selected light.\n");
2553 R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->lightradius, r_shadow_selectedlight->light, r_shadow_selectedlight->style, r_shadow_selectedlight->cubemapname, !r_shadow_selectedlight->castshadows);
2554 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
2555 r_shadow_selectedlight = NULL;
2558 void R_Shadow_EditLights_Remove_f(void)
2560 if (!r_editlights.integer)
2562 Con_Printf("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
2565 if (!r_shadow_selectedlight)
2567 Con_Printf("No selected light.\n");
2570 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
2571 r_shadow_selectedlight = NULL;
2574 void R_Shadow_EditLights_Init(void)
2576 Cvar_RegisterVariable(&r_editlights);
2577 Cvar_RegisterVariable(&r_editlights_cursordistance);
2578 Cvar_RegisterVariable(&r_editlights_cursorpushback);
2579 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
2580 Cvar_RegisterVariable(&r_editlights_cursorgrid);
2581 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
2582 Cvar_RegisterVariable(&r_editlights_rtlightssizescale);
2583 Cvar_RegisterVariable(&r_editlights_rtlightscolorscale);
2584 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
2585 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
2586 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
2587 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
2588 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
2589 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
2590 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
2591 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
2592 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);