3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 #define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
145 extern void R_Shadow_EditLights_Init(void);
147 typedef enum r_shadow_rendermode_e
149 R_SHADOW_RENDERMODE_NONE,
150 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
151 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
152 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
153 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
154 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
155 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
156 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
157 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
158 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
159 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
160 R_SHADOW_RENDERMODE_LIGHT_GLSL,
161 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
162 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
163 R_SHADOW_RENDERMODE_SHADOWMAP2D,
164 R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
165 R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
167 r_shadow_rendermode_t;
169 typedef enum r_shadow_shadowmode_e
171 R_SHADOW_SHADOWMODE_STENCIL,
172 R_SHADOW_SHADOWMODE_SHADOWMAP2D,
173 R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
174 R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
176 r_shadow_shadowmode_t;
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmaprect;
183 qboolean r_shadow_usingshadowmap2d;
184 qboolean r_shadow_usingshadowmapcube;
185 int r_shadow_shadowmapside;
186 float r_shadow_shadowmap_texturescale[2];
187 float r_shadow_shadowmap_parameters[4];
189 int r_shadow_drawbuffer;
190 int r_shadow_readbuffer;
192 int r_shadow_cullface_front, r_shadow_cullface_back;
193 GLuint r_shadow_fborectangle;
194 GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
195 GLuint r_shadow_fbo2d;
196 r_shadow_shadowmode_t r_shadow_shadowmode;
197 int r_shadow_shadowmapfilterquality;
198 int r_shadow_shadowmaptexturetype;
199 int r_shadow_shadowmapdepthbits;
200 int r_shadow_shadowmapmaxsize;
201 qboolean r_shadow_shadowmapvsdct;
202 qboolean r_shadow_shadowmapsampler;
203 int r_shadow_shadowmappcf;
204 int r_shadow_shadowmapborder;
205 int r_shadow_lightscissor[4];
206 qboolean r_shadow_usingdeferredprepass;
208 int maxshadowtriangles;
211 int maxshadowvertices;
212 float *shadowvertex3f;
222 unsigned char *shadowsides;
223 int *shadowsideslist;
230 int r_shadow_buffer_numleafpvsbytes;
231 unsigned char *r_shadow_buffer_visitingleafpvs;
232 unsigned char *r_shadow_buffer_leafpvs;
233 int *r_shadow_buffer_leaflist;
235 int r_shadow_buffer_numsurfacepvsbytes;
236 unsigned char *r_shadow_buffer_surfacepvs;
237 int *r_shadow_buffer_surfacelist;
238 unsigned char *r_shadow_buffer_surfacesides;
240 int r_shadow_buffer_numshadowtrispvsbytes;
241 unsigned char *r_shadow_buffer_shadowtrispvs;
242 int r_shadow_buffer_numlighttrispvsbytes;
243 unsigned char *r_shadow_buffer_lighttrispvs;
245 rtexturepool_t *r_shadow_texturepool;
246 rtexture_t *r_shadow_attenuationgradienttexture;
247 rtexture_t *r_shadow_attenuation2dtexture;
248 rtexture_t *r_shadow_attenuation3dtexture;
249 skinframe_t *r_shadow_lightcorona;
250 rtexture_t *r_shadow_shadowmaprectangletexture;
251 rtexture_t *r_shadow_shadowmap2dtexture;
252 rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
253 rtexture_t *r_shadow_shadowmapvsdcttexture;
254 int r_shadow_shadowmapsize; // changes for each light based on distance
255 int r_shadow_shadowmaplod; // changes for each light based on distance
257 GLuint r_shadow_prepassgeometryfbo;
258 GLuint r_shadow_prepasslightingfbo;
259 int r_shadow_prepass_width;
260 int r_shadow_prepass_height;
261 rtexture_t *r_shadow_prepassgeometrydepthtexture;
262 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
263 rtexture_t *r_shadow_prepasslightingdiffusetexture;
264 rtexture_t *r_shadow_prepasslightingspeculartexture;
266 // lights are reloaded when this changes
267 char r_shadow_mapname[MAX_QPATH];
269 // used only for light filters (cubemaps)
270 rtexturepool_t *r_shadow_filters_texturepool;
272 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
274 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
275 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
276 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
277 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
278 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
279 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
280 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
281 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
282 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
283 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
284 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
285 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
286 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
287 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
289 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
290 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
291 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
292 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
293 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
294 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
295 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
296 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
297 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
298 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
299 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
300 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
301 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
302 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
303 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
304 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
305 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
306 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
307 cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
308 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
309 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
310 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
311 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
312 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
313 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
314 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
315 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
316 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
317 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
318 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
319 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
320 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
321 cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
322 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
323 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
324 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
325 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
326 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
327 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
328 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
329 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
330 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
331 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
332 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
333 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
334 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
335 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
336 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
338 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
339 #define ATTENTABLESIZE 256
340 // 1D gradient, 2D circle and 3D sphere attenuation textures
341 #define ATTEN1DSIZE 32
342 #define ATTEN2DSIZE 64
343 #define ATTEN3DSIZE 32
345 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
346 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
347 static float r_shadow_attentable[ATTENTABLESIZE+1];
349 rtlight_t *r_shadow_compilingrtlight;
350 static memexpandablearray_t r_shadow_worldlightsarray;
351 dlight_t *r_shadow_selectedlight;
352 dlight_t r_shadow_bufferlight;
353 vec3_t r_editlights_cursorlocation;
355 extern int con_vislines;
357 typedef struct cubemapinfo_s
364 static int numcubemaps;
365 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
367 void R_Shadow_UncompileWorldLights(void);
368 void R_Shadow_ClearWorldLights(void);
369 void R_Shadow_SaveWorldLights(void);
370 void R_Shadow_LoadWorldLights(void);
371 void R_Shadow_LoadLightsFile(void);
372 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
373 void R_Shadow_EditLights_Reload_f(void);
374 void R_Shadow_ValidateCvars(void);
375 static void R_Shadow_MakeTextures(void);
377 #define EDLIGHTSPRSIZE 8
378 skinframe_t *r_editlights_sprcursor;
379 skinframe_t *r_editlights_sprlight;
380 skinframe_t *r_editlights_sprnoshadowlight;
381 skinframe_t *r_editlights_sprcubemaplight;
382 skinframe_t *r_editlights_sprcubemapnoshadowlight;
383 skinframe_t *r_editlights_sprselection;
385 void R_Shadow_SetShadowMode(void)
387 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
388 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
389 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
390 r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
391 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
392 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
393 r_shadow_shadowmaplod = -1;
394 r_shadow_shadowmapsize = 0;
395 r_shadow_shadowmapsampler = false;
396 r_shadow_shadowmappcf = 0;
397 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
398 switch(vid.renderpath)
400 case RENDERPATH_GL20:
401 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
403 if(r_shadow_shadowmapfilterquality < 0)
405 if(strstr(gl_vendor, "NVIDIA"))
407 r_shadow_shadowmapsampler = vid.support.arb_shadow;
408 r_shadow_shadowmappcf = 1;
410 else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
411 r_shadow_shadowmappcf = 1;
412 else if(strstr(gl_vendor, "ATI"))
413 r_shadow_shadowmappcf = 1;
415 r_shadow_shadowmapsampler = vid.support.arb_shadow;
419 switch (r_shadow_shadowmapfilterquality)
422 r_shadow_shadowmapsampler = vid.support.arb_shadow;
425 r_shadow_shadowmapsampler = vid.support.arb_shadow;
426 r_shadow_shadowmappcf = 1;
429 r_shadow_shadowmappcf = 1;
432 r_shadow_shadowmappcf = 2;
436 switch (r_shadow_shadowmaptexturetype)
439 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
442 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
445 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
448 if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
449 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
450 else if(vid.support.arb_texture_rectangle)
451 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
453 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
458 case RENDERPATH_GL13:
460 case RENDERPATH_GL11:
465 void R_Shadow_FreeShadowMaps(void)
469 R_Shadow_SetShadowMode();
471 if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
476 if (r_shadow_fborectangle)
477 qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
478 r_shadow_fborectangle = 0;
481 qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
483 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
484 if (r_shadow_fbocubeside[i])
485 qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
486 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
488 if (r_shadow_shadowmaprectangletexture)
489 R_FreeTexture(r_shadow_shadowmaprectangletexture);
490 r_shadow_shadowmaprectangletexture = NULL;
492 if (r_shadow_shadowmap2dtexture)
493 R_FreeTexture(r_shadow_shadowmap2dtexture);
494 r_shadow_shadowmap2dtexture = NULL;
496 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
497 if (r_shadow_shadowmapcubetexture[i])
498 R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
499 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
501 if (r_shadow_shadowmapvsdcttexture)
502 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
503 r_shadow_shadowmapvsdcttexture = NULL;
508 void r_shadow_start(void)
510 // allocate vertex processing arrays
512 r_shadow_attenuationgradienttexture = NULL;
513 r_shadow_attenuation2dtexture = NULL;
514 r_shadow_attenuation3dtexture = NULL;
515 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
516 r_shadow_shadowmaprectangletexture = NULL;
517 r_shadow_shadowmap2dtexture = NULL;
518 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
519 r_shadow_shadowmapvsdcttexture = NULL;
520 r_shadow_shadowmapmaxsize = 0;
521 r_shadow_shadowmapsize = 0;
522 r_shadow_shadowmaplod = 0;
523 r_shadow_shadowmapfilterquality = -1;
524 r_shadow_shadowmaptexturetype = -1;
525 r_shadow_shadowmapdepthbits = 0;
526 r_shadow_shadowmapvsdct = false;
527 r_shadow_shadowmapsampler = false;
528 r_shadow_shadowmappcf = 0;
529 r_shadow_fborectangle = 0;
531 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
533 R_Shadow_FreeShadowMaps();
535 r_shadow_texturepool = NULL;
536 r_shadow_filters_texturepool = NULL;
537 R_Shadow_ValidateCvars();
538 R_Shadow_MakeTextures();
539 maxshadowtriangles = 0;
540 shadowelements = NULL;
541 maxshadowvertices = 0;
542 shadowvertex3f = NULL;
550 shadowmarklist = NULL;
555 shadowsideslist = NULL;
556 r_shadow_buffer_numleafpvsbytes = 0;
557 r_shadow_buffer_visitingleafpvs = NULL;
558 r_shadow_buffer_leafpvs = NULL;
559 r_shadow_buffer_leaflist = NULL;
560 r_shadow_buffer_numsurfacepvsbytes = 0;
561 r_shadow_buffer_surfacepvs = NULL;
562 r_shadow_buffer_surfacelist = NULL;
563 r_shadow_buffer_surfacesides = NULL;
564 r_shadow_buffer_numshadowtrispvsbytes = 0;
565 r_shadow_buffer_shadowtrispvs = NULL;
566 r_shadow_buffer_numlighttrispvsbytes = 0;
567 r_shadow_buffer_lighttrispvs = NULL;
569 r_shadow_usingdeferredprepass = false;
570 r_shadow_prepass_width = r_shadow_prepass_height = 0;
573 static void R_Shadow_FreeDeferred(void);
574 void r_shadow_shutdown(void)
577 R_Shadow_UncompileWorldLights();
579 R_Shadow_FreeShadowMaps();
581 r_shadow_usingdeferredprepass = false;
582 if (r_shadow_prepass_width)
583 R_Shadow_FreeDeferred();
584 r_shadow_prepass_width = r_shadow_prepass_height = 0;
588 r_shadow_attenuationgradienttexture = NULL;
589 r_shadow_attenuation2dtexture = NULL;
590 r_shadow_attenuation3dtexture = NULL;
591 R_FreeTexturePool(&r_shadow_texturepool);
592 R_FreeTexturePool(&r_shadow_filters_texturepool);
593 maxshadowtriangles = 0;
595 Mem_Free(shadowelements);
596 shadowelements = NULL;
598 Mem_Free(shadowvertex3f);
599 shadowvertex3f = NULL;
602 Mem_Free(vertexupdate);
605 Mem_Free(vertexremap);
611 Mem_Free(shadowmark);
614 Mem_Free(shadowmarklist);
615 shadowmarklist = NULL;
620 Mem_Free(shadowsides);
623 Mem_Free(shadowsideslist);
624 shadowsideslist = NULL;
625 r_shadow_buffer_numleafpvsbytes = 0;
626 if (r_shadow_buffer_visitingleafpvs)
627 Mem_Free(r_shadow_buffer_visitingleafpvs);
628 r_shadow_buffer_visitingleafpvs = NULL;
629 if (r_shadow_buffer_leafpvs)
630 Mem_Free(r_shadow_buffer_leafpvs);
631 r_shadow_buffer_leafpvs = NULL;
632 if (r_shadow_buffer_leaflist)
633 Mem_Free(r_shadow_buffer_leaflist);
634 r_shadow_buffer_leaflist = NULL;
635 r_shadow_buffer_numsurfacepvsbytes = 0;
636 if (r_shadow_buffer_surfacepvs)
637 Mem_Free(r_shadow_buffer_surfacepvs);
638 r_shadow_buffer_surfacepvs = NULL;
639 if (r_shadow_buffer_surfacelist)
640 Mem_Free(r_shadow_buffer_surfacelist);
641 r_shadow_buffer_surfacelist = NULL;
642 if (r_shadow_buffer_surfacesides)
643 Mem_Free(r_shadow_buffer_surfacesides);
644 r_shadow_buffer_surfacesides = NULL;
645 r_shadow_buffer_numshadowtrispvsbytes = 0;
646 if (r_shadow_buffer_shadowtrispvs)
647 Mem_Free(r_shadow_buffer_shadowtrispvs);
648 r_shadow_buffer_numlighttrispvsbytes = 0;
649 if (r_shadow_buffer_lighttrispvs)
650 Mem_Free(r_shadow_buffer_lighttrispvs);
653 void r_shadow_newmap(void)
655 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
656 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
657 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
658 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
659 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
660 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
661 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
662 if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
663 R_Shadow_EditLights_Reload_f();
666 void R_Shadow_Init(void)
668 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
669 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
670 Cvar_RegisterVariable(&r_shadow_usenormalmap);
671 Cvar_RegisterVariable(&r_shadow_debuglight);
672 Cvar_RegisterVariable(&r_shadow_deferred);
673 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
674 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
675 Cvar_RegisterVariable(&r_shadow_gloss);
676 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
677 Cvar_RegisterVariable(&r_shadow_glossintensity);
678 Cvar_RegisterVariable(&r_shadow_glossexponent);
679 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
680 Cvar_RegisterVariable(&r_shadow_glossexact);
681 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
682 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
683 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
684 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
685 Cvar_RegisterVariable(&r_shadow_portallight);
686 Cvar_RegisterVariable(&r_shadow_projectdistance);
687 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
688 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
689 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
690 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
691 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
692 Cvar_RegisterVariable(&r_shadow_realtime_world);
693 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
694 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
695 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
696 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
697 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
698 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
699 Cvar_RegisterVariable(&r_shadow_scissor);
700 Cvar_RegisterVariable(&r_shadow_shadowmapping);
701 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
702 Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
703 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
704 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
705 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
706 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
707 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
708 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
709 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
710 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
711 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
712 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
713 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
714 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
715 Cvar_RegisterVariable(&r_shadow_culltriangles);
716 Cvar_RegisterVariable(&r_shadow_polygonfactor);
717 Cvar_RegisterVariable(&r_shadow_polygonoffset);
718 Cvar_RegisterVariable(&r_shadow_texture3d);
719 Cvar_RegisterVariable(&r_coronas);
720 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
721 Cvar_RegisterVariable(&r_coronas_occlusionquery);
722 Cvar_RegisterVariable(&gl_flashblend);
723 Cvar_RegisterVariable(&gl_ext_separatestencil);
724 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
725 if (gamemode == GAME_TENEBRAE)
727 Cvar_SetValue("r_shadow_gloss", 2);
728 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
730 R_Shadow_EditLights_Init();
731 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
732 maxshadowtriangles = 0;
733 shadowelements = NULL;
734 maxshadowvertices = 0;
735 shadowvertex3f = NULL;
743 shadowmarklist = NULL;
748 shadowsideslist = NULL;
749 r_shadow_buffer_numleafpvsbytes = 0;
750 r_shadow_buffer_visitingleafpvs = NULL;
751 r_shadow_buffer_leafpvs = NULL;
752 r_shadow_buffer_leaflist = NULL;
753 r_shadow_buffer_numsurfacepvsbytes = 0;
754 r_shadow_buffer_surfacepvs = NULL;
755 r_shadow_buffer_surfacelist = NULL;
756 r_shadow_buffer_surfacesides = NULL;
757 r_shadow_buffer_shadowtrispvs = NULL;
758 r_shadow_buffer_lighttrispvs = NULL;
759 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
762 matrix4x4_t matrix_attenuationxyz =
765 {0.5, 0.0, 0.0, 0.5},
766 {0.0, 0.5, 0.0, 0.5},
767 {0.0, 0.0, 0.5, 0.5},
772 matrix4x4_t matrix_attenuationz =
775 {0.0, 0.0, 0.5, 0.5},
776 {0.0, 0.0, 0.0, 0.5},
777 {0.0, 0.0, 0.0, 0.5},
782 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
784 numvertices = ((numvertices + 255) & ~255) * vertscale;
785 numtriangles = ((numtriangles + 255) & ~255) * triscale;
786 // make sure shadowelements is big enough for this volume
787 if (maxshadowtriangles < numtriangles)
789 maxshadowtriangles = numtriangles;
791 Mem_Free(shadowelements);
792 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
794 // make sure shadowvertex3f is big enough for this volume
795 if (maxshadowvertices < numvertices)
797 maxshadowvertices = numvertices;
799 Mem_Free(shadowvertex3f);
800 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
804 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
806 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
807 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
808 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
809 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
810 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
812 if (r_shadow_buffer_visitingleafpvs)
813 Mem_Free(r_shadow_buffer_visitingleafpvs);
814 if (r_shadow_buffer_leafpvs)
815 Mem_Free(r_shadow_buffer_leafpvs);
816 if (r_shadow_buffer_leaflist)
817 Mem_Free(r_shadow_buffer_leaflist);
818 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
819 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
820 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
821 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
823 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
825 if (r_shadow_buffer_surfacepvs)
826 Mem_Free(r_shadow_buffer_surfacepvs);
827 if (r_shadow_buffer_surfacelist)
828 Mem_Free(r_shadow_buffer_surfacelist);
829 if (r_shadow_buffer_surfacesides)
830 Mem_Free(r_shadow_buffer_surfacesides);
831 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
832 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
833 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
834 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
836 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
838 if (r_shadow_buffer_shadowtrispvs)
839 Mem_Free(r_shadow_buffer_shadowtrispvs);
840 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
841 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
843 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
845 if (r_shadow_buffer_lighttrispvs)
846 Mem_Free(r_shadow_buffer_lighttrispvs);
847 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
848 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
852 void R_Shadow_PrepareShadowMark(int numtris)
854 // make sure shadowmark is big enough for this volume
855 if (maxshadowmark < numtris)
857 maxshadowmark = numtris;
859 Mem_Free(shadowmark);
861 Mem_Free(shadowmarklist);
862 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
863 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
867 // if shadowmarkcount wrapped we clear the array and adjust accordingly
868 if (shadowmarkcount == 0)
871 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
876 void R_Shadow_PrepareShadowSides(int numtris)
878 if (maxshadowsides < numtris)
880 maxshadowsides = numtris;
882 Mem_Free(shadowsides);
884 Mem_Free(shadowsideslist);
885 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
886 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
891 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
894 int outtriangles = 0, outvertices = 0;
897 float ratio, direction[3], projectvector[3];
899 if (projectdirection)
900 VectorScale(projectdirection, projectdistance, projectvector);
902 VectorClear(projectvector);
904 // create the vertices
905 if (projectdirection)
907 for (i = 0;i < numshadowmarktris;i++)
909 element = inelement3i + shadowmarktris[i] * 3;
910 for (j = 0;j < 3;j++)
912 if (vertexupdate[element[j]] != vertexupdatenum)
914 vertexupdate[element[j]] = vertexupdatenum;
915 vertexremap[element[j]] = outvertices;
916 vertex = invertex3f + element[j] * 3;
917 // project one copy of the vertex according to projectvector
918 VectorCopy(vertex, outvertex3f);
919 VectorAdd(vertex, projectvector, (outvertex3f + 3));
928 for (i = 0;i < numshadowmarktris;i++)
930 element = inelement3i + shadowmarktris[i] * 3;
931 for (j = 0;j < 3;j++)
933 if (vertexupdate[element[j]] != vertexupdatenum)
935 vertexupdate[element[j]] = vertexupdatenum;
936 vertexremap[element[j]] = outvertices;
937 vertex = invertex3f + element[j] * 3;
938 // project one copy of the vertex to the sphere radius of the light
939 // (FIXME: would projecting it to the light box be better?)
940 VectorSubtract(vertex, projectorigin, direction);
941 ratio = projectdistance / VectorLength(direction);
942 VectorCopy(vertex, outvertex3f);
943 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
951 if (r_shadow_frontsidecasting.integer)
953 for (i = 0;i < numshadowmarktris;i++)
955 int remappedelement[3];
957 const int *neighbortriangle;
959 markindex = shadowmarktris[i] * 3;
960 element = inelement3i + markindex;
961 neighbortriangle = inneighbor3i + markindex;
962 // output the front and back triangles
963 outelement3i[0] = vertexremap[element[0]];
964 outelement3i[1] = vertexremap[element[1]];
965 outelement3i[2] = vertexremap[element[2]];
966 outelement3i[3] = vertexremap[element[2]] + 1;
967 outelement3i[4] = vertexremap[element[1]] + 1;
968 outelement3i[5] = vertexremap[element[0]] + 1;
972 // output the sides (facing outward from this triangle)
973 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
975 remappedelement[0] = vertexremap[element[0]];
976 remappedelement[1] = vertexremap[element[1]];
977 outelement3i[0] = remappedelement[1];
978 outelement3i[1] = remappedelement[0];
979 outelement3i[2] = remappedelement[0] + 1;
980 outelement3i[3] = remappedelement[1];
981 outelement3i[4] = remappedelement[0] + 1;
982 outelement3i[5] = remappedelement[1] + 1;
987 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
989 remappedelement[1] = vertexremap[element[1]];
990 remappedelement[2] = vertexremap[element[2]];
991 outelement3i[0] = remappedelement[2];
992 outelement3i[1] = remappedelement[1];
993 outelement3i[2] = remappedelement[1] + 1;
994 outelement3i[3] = remappedelement[2];
995 outelement3i[4] = remappedelement[1] + 1;
996 outelement3i[5] = remappedelement[2] + 1;
1001 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1003 remappedelement[0] = vertexremap[element[0]];
1004 remappedelement[2] = vertexremap[element[2]];
1005 outelement3i[0] = remappedelement[0];
1006 outelement3i[1] = remappedelement[2];
1007 outelement3i[2] = remappedelement[2] + 1;
1008 outelement3i[3] = remappedelement[0];
1009 outelement3i[4] = remappedelement[2] + 1;
1010 outelement3i[5] = remappedelement[0] + 1;
1019 for (i = 0;i < numshadowmarktris;i++)
1021 int remappedelement[3];
1023 const int *neighbortriangle;
1025 markindex = shadowmarktris[i] * 3;
1026 element = inelement3i + markindex;
1027 neighbortriangle = inneighbor3i + markindex;
1028 // output the front and back triangles
1029 outelement3i[0] = vertexremap[element[2]];
1030 outelement3i[1] = vertexremap[element[1]];
1031 outelement3i[2] = vertexremap[element[0]];
1032 outelement3i[3] = vertexremap[element[0]] + 1;
1033 outelement3i[4] = vertexremap[element[1]] + 1;
1034 outelement3i[5] = vertexremap[element[2]] + 1;
1038 // output the sides (facing outward from this triangle)
1039 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1041 remappedelement[0] = vertexremap[element[0]];
1042 remappedelement[1] = vertexremap[element[1]];
1043 outelement3i[0] = remappedelement[0];
1044 outelement3i[1] = remappedelement[1];
1045 outelement3i[2] = remappedelement[1] + 1;
1046 outelement3i[3] = remappedelement[0];
1047 outelement3i[4] = remappedelement[1] + 1;
1048 outelement3i[5] = remappedelement[0] + 1;
1053 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1055 remappedelement[1] = vertexremap[element[1]];
1056 remappedelement[2] = vertexremap[element[2]];
1057 outelement3i[0] = remappedelement[1];
1058 outelement3i[1] = remappedelement[2];
1059 outelement3i[2] = remappedelement[2] + 1;
1060 outelement3i[3] = remappedelement[1];
1061 outelement3i[4] = remappedelement[2] + 1;
1062 outelement3i[5] = remappedelement[1] + 1;
1067 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1069 remappedelement[0] = vertexremap[element[0]];
1070 remappedelement[2] = vertexremap[element[2]];
1071 outelement3i[0] = remappedelement[2];
1072 outelement3i[1] = remappedelement[0];
1073 outelement3i[2] = remappedelement[0] + 1;
1074 outelement3i[3] = remappedelement[2];
1075 outelement3i[4] = remappedelement[0] + 1;
1076 outelement3i[5] = remappedelement[2] + 1;
1084 *outnumvertices = outvertices;
1085 return outtriangles;
1088 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1091 int outtriangles = 0, outvertices = 0;
1093 const float *vertex;
1094 float ratio, direction[3], projectvector[3];
1097 if (projectdirection)
1098 VectorScale(projectdirection, projectdistance, projectvector);
1100 VectorClear(projectvector);
1102 for (i = 0;i < numshadowmarktris;i++)
1104 int remappedelement[3];
1106 const int *neighbortriangle;
1108 markindex = shadowmarktris[i] * 3;
1109 neighbortriangle = inneighbor3i + markindex;
1110 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1111 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1112 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1113 if (side[0] + side[1] + side[2] == 0)
1117 element = inelement3i + markindex;
1119 // create the vertices
1120 for (j = 0;j < 3;j++)
1122 if (side[j] + side[j+1] == 0)
1125 if (vertexupdate[k] != vertexupdatenum)
1127 vertexupdate[k] = vertexupdatenum;
1128 vertexremap[k] = outvertices;
1129 vertex = invertex3f + k * 3;
1130 VectorCopy(vertex, outvertex3f);
1131 if (projectdirection)
1133 // project one copy of the vertex according to projectvector
1134 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1138 // project one copy of the vertex to the sphere radius of the light
1139 // (FIXME: would projecting it to the light box be better?)
1140 VectorSubtract(vertex, projectorigin, direction);
1141 ratio = projectdistance / VectorLength(direction);
1142 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1149 // output the sides (facing outward from this triangle)
1152 remappedelement[0] = vertexremap[element[0]];
1153 remappedelement[1] = vertexremap[element[1]];
1154 outelement3i[0] = remappedelement[1];
1155 outelement3i[1] = remappedelement[0];
1156 outelement3i[2] = remappedelement[0] + 1;
1157 outelement3i[3] = remappedelement[1];
1158 outelement3i[4] = remappedelement[0] + 1;
1159 outelement3i[5] = remappedelement[1] + 1;
1166 remappedelement[1] = vertexremap[element[1]];
1167 remappedelement[2] = vertexremap[element[2]];
1168 outelement3i[0] = remappedelement[2];
1169 outelement3i[1] = remappedelement[1];
1170 outelement3i[2] = remappedelement[1] + 1;
1171 outelement3i[3] = remappedelement[2];
1172 outelement3i[4] = remappedelement[1] + 1;
1173 outelement3i[5] = remappedelement[2] + 1;
1180 remappedelement[0] = vertexremap[element[0]];
1181 remappedelement[2] = vertexremap[element[2]];
1182 outelement3i[0] = remappedelement[0];
1183 outelement3i[1] = remappedelement[2];
1184 outelement3i[2] = remappedelement[2] + 1;
1185 outelement3i[3] = remappedelement[0];
1186 outelement3i[4] = remappedelement[2] + 1;
1187 outelement3i[5] = remappedelement[0] + 1;
1194 *outnumvertices = outvertices;
1195 return outtriangles;
1198 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1204 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1206 tend = firsttriangle + numtris;
1207 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1209 // surface box entirely inside light box, no box cull
1210 if (projectdirection)
1212 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1214 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1215 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1216 shadowmarklist[numshadowmark++] = t;
1221 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1222 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1223 shadowmarklist[numshadowmark++] = t;
1228 // surface box not entirely inside light box, cull each triangle
1229 if (projectdirection)
1231 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1233 v[0] = invertex3f + e[0] * 3;
1234 v[1] = invertex3f + e[1] * 3;
1235 v[2] = invertex3f + e[2] * 3;
1236 TriangleNormal(v[0], v[1], v[2], normal);
1237 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1238 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1239 shadowmarklist[numshadowmark++] = t;
1244 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1246 v[0] = invertex3f + e[0] * 3;
1247 v[1] = invertex3f + e[1] * 3;
1248 v[2] = invertex3f + e[2] * 3;
1249 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1250 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1251 shadowmarklist[numshadowmark++] = t;
1257 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1262 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1264 // check if the shadow volume intersects the near plane
1266 // a ray between the eye and light origin may intersect the caster,
1267 // indicating that the shadow may touch the eye location, however we must
1268 // test the near plane (a polygon), not merely the eye location, so it is
1269 // easiest to enlarge the caster bounding shape slightly for this.
1275 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1277 int i, tris, outverts;
1278 if (projectdistance < 0.1)
1280 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1283 if (!numverts || !nummarktris)
1285 // make sure shadowelements is big enough for this volume
1286 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1287 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1289 if (maxvertexupdate < numverts)
1291 maxvertexupdate = numverts;
1293 Mem_Free(vertexupdate);
1295 Mem_Free(vertexremap);
1296 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1297 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1298 vertexupdatenum = 0;
1301 if (vertexupdatenum == 0)
1303 vertexupdatenum = 1;
1304 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1305 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1308 for (i = 0;i < nummarktris;i++)
1309 shadowmark[marktris[i]] = shadowmarkcount;
1311 if (r_shadow_compilingrtlight)
1313 // if we're compiling an rtlight, capture the mesh
1314 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1315 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1316 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1317 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1319 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1321 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1322 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1323 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1327 // decide which type of shadow to generate and set stencil mode
1328 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1329 // generate the sides or a solid volume, depending on type
1330 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1331 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1333 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1334 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1335 r_refdef.stats.lights_shadowtriangles += tris;
1337 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1338 GL_LockArrays(0, outverts);
1339 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1341 // increment stencil if frontface is infront of depthbuffer
1342 GL_CullFace(r_refdef.view.cullface_front);
1343 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1344 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1345 // decrement stencil if backface is infront of depthbuffer
1346 GL_CullFace(r_refdef.view.cullface_back);
1347 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1349 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1351 // decrement stencil if backface is behind depthbuffer
1352 GL_CullFace(r_refdef.view.cullface_front);
1353 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1354 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1355 // increment stencil if frontface is behind depthbuffer
1356 GL_CullFace(r_refdef.view.cullface_back);
1357 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1359 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1360 GL_LockArrays(0, 0);
1365 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1367 // p1, p2, p3 are in the cubemap's local coordinate system
1368 // bias = border/(size - border)
1371 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1372 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1373 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1374 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1376 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1377 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1378 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1379 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1381 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1382 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1383 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1385 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1386 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1387 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1388 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1390 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1391 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1392 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1393 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1395 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1396 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1397 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1399 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1400 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1401 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1402 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1404 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1405 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1406 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1407 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1409 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1410 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1411 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1416 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1418 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1419 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1422 VectorSubtract(maxs, mins, radius);
1423 VectorScale(radius, 0.5f, radius);
1424 VectorAdd(mins, radius, center);
1425 Matrix4x4_Transform(worldtolight, center, lightcenter);
1426 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1427 VectorSubtract(lightcenter, lightradius, pmin);
1428 VectorAdd(lightcenter, lightradius, pmax);
1430 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1431 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1432 if(ap1 > bias*an1 && ap2 > bias*an2)
1434 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1435 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1436 if(an1 > bias*ap1 && an2 > bias*ap2)
1438 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1439 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1441 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1442 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1443 if(ap1 > bias*an1 && ap2 > bias*an2)
1445 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1446 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1447 if(an1 > bias*ap1 && an2 > bias*ap2)
1449 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1450 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1452 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1453 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1454 if(ap1 > bias*an1 && ap2 > bias*an2)
1456 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1457 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1458 if(an1 > bias*ap1 && an2 > bias*ap2)
1460 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1461 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1466 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1468 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1470 // p is in the cubemap's local coordinate system
1471 // bias = border/(size - border)
1472 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1473 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1474 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1476 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1477 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1478 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1479 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1480 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1481 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1485 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1489 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1490 float scale = (size - 2*border)/size, len;
1491 float bias = border / (float)(size - border), dp, dn, ap, an;
1492 // check if cone enclosing side would cross frustum plane
1493 scale = 2 / (scale*scale + 2);
1494 for (i = 0;i < 5;i++)
1496 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1498 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1499 len = scale*VectorLength2(n);
1500 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1501 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1502 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1504 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1506 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1507 len = scale*VectorLength(n);
1508 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1509 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1510 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1512 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1513 // check if frustum corners/origin cross plane sides
1514 for (i = 0;i < 5;i++)
1516 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1517 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn),
1518 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1519 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1520 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn),
1521 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1522 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1523 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn),
1524 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1525 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1527 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1530 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1538 int mask, surfacemask = 0;
1539 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1541 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1542 tend = firsttriangle + numtris;
1543 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1545 // surface box entirely inside light box, no box cull
1546 if (projectdirection)
1548 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1550 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1551 TriangleNormal(v[0], v[1], v[2], normal);
1552 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1554 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1555 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1556 surfacemask |= mask;
1559 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1560 shadowsides[numshadowsides] = mask;
1561 shadowsideslist[numshadowsides++] = t;
1568 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1570 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1571 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1573 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1574 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1575 surfacemask |= mask;
1578 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1579 shadowsides[numshadowsides] = mask;
1580 shadowsideslist[numshadowsides++] = t;
1588 // surface box not entirely inside light box, cull each triangle
1589 if (projectdirection)
1591 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1593 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1594 TriangleNormal(v[0], v[1], v[2], normal);
1595 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1596 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1598 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1599 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1600 surfacemask |= mask;
1603 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1604 shadowsides[numshadowsides] = mask;
1605 shadowsideslist[numshadowsides++] = t;
1612 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1614 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1615 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1616 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1618 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1619 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1620 surfacemask |= mask;
1623 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1624 shadowsides[numshadowsides] = mask;
1625 shadowsideslist[numshadowsides++] = t;
1634 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1636 int i, j, outtriangles = 0;
1637 int *outelement3i[6];
1638 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1640 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1641 // make sure shadowelements is big enough for this mesh
1642 if (maxshadowtriangles < outtriangles)
1643 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1645 // compute the offset and size of the separate index lists for each cubemap side
1647 for (i = 0;i < 6;i++)
1649 outelement3i[i] = shadowelements + outtriangles * 3;
1650 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1651 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1652 outtriangles += sidetotals[i];
1655 // gather up the (sparse) triangles into separate index lists for each cubemap side
1656 for (i = 0;i < numsidetris;i++)
1658 const int *element = elements + sidetris[i] * 3;
1659 for (j = 0;j < 6;j++)
1661 if (sides[i] & (1 << j))
1663 outelement3i[j][0] = element[0];
1664 outelement3i[j][1] = element[1];
1665 outelement3i[j][2] = element[2];
1666 outelement3i[j] += 3;
1671 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1674 static void R_Shadow_MakeTextures_MakeCorona(void)
1678 unsigned char pixels[32][32][4];
1679 for (y = 0;y < 32;y++)
1681 dy = (y - 15.5f) * (1.0f / 16.0f);
1682 for (x = 0;x < 32;x++)
1684 dx = (x - 15.5f) * (1.0f / 16.0f);
1685 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1686 a = bound(0, a, 255);
1687 pixels[y][x][0] = a;
1688 pixels[y][x][1] = a;
1689 pixels[y][x][2] = a;
1690 pixels[y][x][3] = 255;
1693 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_PRECACHE | TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1696 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1698 float dist = sqrt(x*x+y*y+z*z);
1699 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1700 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1701 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1704 static void R_Shadow_MakeTextures(void)
1707 float intensity, dist;
1709 R_Shadow_FreeShadowMaps();
1710 R_FreeTexturePool(&r_shadow_texturepool);
1711 r_shadow_texturepool = R_AllocTexturePool();
1712 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1713 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1714 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1715 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1716 for (x = 0;x <= ATTENTABLESIZE;x++)
1718 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1719 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1720 r_shadow_attentable[x] = bound(0, intensity, 1);
1722 // 1D gradient texture
1723 for (x = 0;x < ATTEN1DSIZE;x++)
1724 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1725 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1726 // 2D circle texture
1727 for (y = 0;y < ATTEN2DSIZE;y++)
1728 for (x = 0;x < ATTEN2DSIZE;x++)
1729 data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1730 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1731 // 3D sphere texture
1732 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1734 for (z = 0;z < ATTEN3DSIZE;z++)
1735 for (y = 0;y < ATTEN3DSIZE;y++)
1736 for (x = 0;x < ATTEN3DSIZE;x++)
1737 data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1738 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1741 r_shadow_attenuation3dtexture = NULL;
1744 R_Shadow_MakeTextures_MakeCorona();
1746 // Editor light sprites
1747 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1764 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1765 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1782 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1783 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1800 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1801 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1818 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1819 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1836 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1837 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1854 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1857 void R_Shadow_ValidateCvars(void)
1859 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1860 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1861 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1862 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1863 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1864 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1867 void R_Shadow_RenderMode_Begin(void)
1873 R_Shadow_ValidateCvars();
1875 if (!r_shadow_attenuation2dtexture
1876 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1877 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1878 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1879 R_Shadow_MakeTextures();
1882 R_Mesh_ColorPointer(NULL, 0, 0);
1883 R_Mesh_ResetTextureState();
1884 GL_BlendFunc(GL_ONE, GL_ZERO);
1885 GL_DepthRange(0, 1);
1886 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1888 GL_DepthMask(false);
1889 GL_Color(0, 0, 0, 1);
1890 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1892 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1894 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1896 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1897 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1899 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1901 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1902 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1906 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1907 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1910 switch(vid.renderpath)
1912 case RENDERPATH_GL20:
1913 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1915 case RENDERPATH_GL13:
1916 case RENDERPATH_GL11:
1917 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1918 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1919 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1920 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1921 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1922 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1924 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1930 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1931 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1932 r_shadow_drawbuffer = drawbuffer;
1933 r_shadow_readbuffer = readbuffer;
1935 r_shadow_cullface_front = r_refdef.view.cullface_front;
1936 r_shadow_cullface_back = r_refdef.view.cullface_back;
1939 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1941 rsurface.rtlight = rtlight;
1944 void R_Shadow_RenderMode_Reset(void)
1947 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1949 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1951 if (vid.support.ext_framebuffer_object)
1953 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
1956 qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
1957 qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
1959 R_SetViewport(&r_refdef.view.viewport);
1960 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1961 R_Mesh_ColorPointer(NULL, 0, 0);
1962 R_Mesh_ResetTextureState();
1963 GL_DepthRange(0, 1);
1965 GL_DepthMask(false);
1966 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1967 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1968 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1969 qglStencilMask(~0);CHECKGLERROR
1970 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1971 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1972 r_refdef.view.cullface_front = r_shadow_cullface_front;
1973 r_refdef.view.cullface_back = r_shadow_cullface_back;
1974 GL_CullFace(r_refdef.view.cullface_back);
1975 GL_Color(1, 1, 1, 1);
1976 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1977 GL_BlendFunc(GL_ONE, GL_ZERO);
1978 R_SetupGenericShader(false);
1979 r_shadow_usingshadowmaprect = false;
1980 r_shadow_usingshadowmapcube = false;
1981 r_shadow_usingshadowmap2d = false;
1985 void R_Shadow_ClearStencil(void)
1988 GL_Clear(GL_STENCIL_BUFFER_BIT);
1989 r_refdef.stats.lights_clears++;
1992 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
1994 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
1995 if (r_shadow_rendermode == mode)
1998 R_Shadow_RenderMode_Reset();
1999 GL_ColorMask(0, 0, 0, 0);
2000 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2001 R_SetupDepthOrShadowShader();
2002 qglDepthFunc(GL_LESS);CHECKGLERROR
2003 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2004 r_shadow_rendermode = mode;
2009 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2010 GL_CullFace(GL_NONE);
2011 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2012 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2014 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2015 GL_CullFace(GL_NONE);
2016 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2017 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2019 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2020 GL_CullFace(GL_NONE);
2021 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2022 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2023 qglStencilMask(~0);CHECKGLERROR
2024 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2025 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2026 qglStencilMask(~0);CHECKGLERROR
2027 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2029 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2030 GL_CullFace(GL_NONE);
2031 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2032 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2033 qglStencilMask(~0);CHECKGLERROR
2034 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2035 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2036 qglStencilMask(~0);CHECKGLERROR
2037 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2042 static void R_Shadow_MakeVSDCT(void)
2044 // maps to a 2x3 texture rectangle with normalized coordinates
2049 // stores abs(dir.xy), offset.xy/2.5
2050 unsigned char data[4*6] =
2052 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2053 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2054 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2055 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2056 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2057 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2059 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_ALWAYSPRECACHE | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
2062 void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
2066 float nearclip, farclip, bias;
2067 r_viewport_t viewport;
2070 maxsize = r_shadow_shadowmapmaxsize;
2071 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2073 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2074 r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2075 r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2076 r_shadow_shadowmapside = side;
2077 r_shadow_shadowmapsize = size;
2078 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2080 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2081 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2082 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2083 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2085 // complex unrolled cube approach (more flexible)
2086 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2087 R_Shadow_MakeVSDCT();
2088 if (!r_shadow_shadowmap2dtexture)
2091 int w = maxsize*2, h = vid.support.arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
2092 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2093 qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
2094 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
2095 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
2096 // render depth into the fbo, do not render color at all
2097 qglDrawBuffer(GL_NONE);CHECKGLERROR
2098 qglReadBuffer(GL_NONE);CHECKGLERROR
2099 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2100 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2102 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2103 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2104 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2109 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2110 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2111 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2112 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2114 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2116 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2117 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2118 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2119 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
2121 // complex unrolled cube approach (more flexible)
2122 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2123 R_Shadow_MakeVSDCT();
2124 if (!r_shadow_shadowmaprectangletexture)
2127 r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2128 qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
2129 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
2130 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
2131 // render depth into the fbo, do not render color at all
2132 qglDrawBuffer(GL_NONE);CHECKGLERROR
2133 qglReadBuffer(GL_NONE);CHECKGLERROR
2134 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2135 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2137 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2138 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2139 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2144 if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
2145 r_shadow_shadowmap_texturescale[0] = 1.0f;
2146 r_shadow_shadowmap_texturescale[1] = 1.0f;
2147 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
2149 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2151 r_shadow_shadowmap_parameters[0] = 1.0f;
2152 r_shadow_shadowmap_parameters[1] = 1.0f;
2153 R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
2154 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
2156 // simple cube approach
2157 if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
2160 r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2161 qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2162 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2163 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2164 // render depth into the fbo, do not render color at all
2165 qglDrawBuffer(GL_NONE);CHECKGLERROR
2166 qglReadBuffer(GL_NONE);CHECKGLERROR
2167 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2168 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2170 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2171 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2172 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2177 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
2178 r_shadow_shadowmap_texturescale[0] = 0.0f;
2179 r_shadow_shadowmap_texturescale[1] = 0.0f;
2180 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
2183 R_Shadow_RenderMode_Reset();
2186 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
2187 R_SetupDepthOrShadowShader();
2191 R_SetupShowDepthShader();
2192 qglClearColor(1,1,1,1);CHECKGLERROR
2195 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2202 R_SetViewport(&viewport);
2203 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2204 if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE)
2206 int flipped = (side&1)^(side>>2);
2207 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2208 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2209 GL_CullFace(r_refdef.view.cullface_back);
2211 else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE)
2213 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2216 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
2220 void R_Shadow_RenderMode_SetShadowMapTexture(void)
2222 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2224 r_shadow_usingshadowmap2d = true;
2225 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, R_GetTexture(r_shadow_shadowmap2dtexture));
2228 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2230 r_shadow_usingshadowmaprect = true;
2231 R_Mesh_TexBindAll(GL20TU_SHADOWMAPRECT, 0, 0, 0, R_GetTexture(r_shadow_shadowmaprectangletexture));
2234 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2236 r_shadow_usingshadowmapcube = true;
2237 R_Mesh_TexBindAll(GL20TU_SHADOWMAPCUBE, 0, 0, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);
2241 if (r_shadow_shadowmapvsdct && (r_shadow_usingshadowmap2d || r_shadow_usingshadowmaprect))
2243 R_Mesh_TexBindAll(GL20TU_CUBEPROJECTION, 0, 0, R_GetTexture(r_shadow_shadowmapvsdcttexture), 0);
2248 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2252 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2253 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2254 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2255 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2258 R_Shadow_RenderMode_Reset();
2259 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2262 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2266 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2267 // only draw light where this geometry was already rendered AND the
2268 // stencil is 128 (values other than this mean shadow)
2269 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2271 r_shadow_rendermode = r_shadow_lightingrendermode;
2272 // do global setup needed for the chosen lighting mode
2273 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2275 R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0); // light filter
2276 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2279 R_Shadow_RenderMode_SetShadowMapTexture();
2281 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
2285 static const unsigned short bboxelements[36] =
2295 static const float bboxpoints[8][3] =
2307 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2310 float vertex3f[8*3];
2311 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2313 R_Shadow_RenderMode_Reset();
2314 r_shadow_rendermode = r_shadow_lightingrendermode;
2315 // do global setup needed for the chosen lighting mode
2316 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2318 R_Mesh_Matrix(&identitymatrix);
2319 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2322 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2323 // only draw light where this geometry was already rendered AND the
2324 // stencil is 128 (values other than this mean shadow)
2325 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2327 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
2328 R_Mesh_TexBindAll(GL20TU_SCREENDEPTH, 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrydepthtexture));
2329 R_Mesh_TexBindAll(GL20TU_SCREENNORMALMAP, 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture));
2330 R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0); // light filter
2332 R_Shadow_RenderMode_SetShadowMapTexture();
2333 R_SetupDeferredLightShader(rsurface.rtlight);
2334 //R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
2335 R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
2337 for (i = 0;i < 8;i++)
2338 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2340 //qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
2341 R_Mesh_VertexPointer(vertex3f, 0, 0);
2342 R_Mesh_ColorPointer(NULL, 0, 0);
2343 GL_ColorMask(1,1,1,1);
2344 //GL_Color(0.25f,0.05f,0.02f,1.0f);
2345 //R_SetupGenericShader(false);
2346 GL_DepthMask(false);
2347 GL_DepthRange(0, 1);
2348 GL_PolygonOffset(0, 0);
2350 qglDepthFunc(GL_GREATER);CHECKGLERROR
2351 GL_CullFace(r_refdef.view.cullface_back);
2352 //GL_AlphaTest(false);
2353 //qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2354 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
2358 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2361 R_Shadow_RenderMode_Reset();
2362 GL_BlendFunc(GL_ONE, GL_ONE);
2363 GL_DepthRange(0, 1);
2364 GL_DepthTest(r_showshadowvolumes.integer < 2);
2365 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2366 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2367 GL_CullFace(GL_NONE);
2368 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2371 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2374 R_Shadow_RenderMode_Reset();
2375 GL_BlendFunc(GL_ONE, GL_ONE);
2376 GL_DepthRange(0, 1);
2377 GL_DepthTest(r_showlighting.integer < 2);
2378 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2381 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2385 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2386 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2388 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2391 void R_Shadow_RenderMode_End(void)
2394 R_Shadow_RenderMode_Reset();
2395 R_Shadow_RenderMode_ActiveLight(NULL);
2397 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2398 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2401 int bboxedges[12][2] =
2420 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2422 int i, ix1, iy1, ix2, iy2;
2423 float x1, y1, x2, y2;
2425 float vertex[20][3];
2434 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2435 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2436 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2437 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2439 if (!r_shadow_scissor.integer)
2442 // if view is inside the light box, just say yes it's visible
2443 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
2446 x1 = y1 = x2 = y2 = 0;
2448 // transform all corners that are infront of the nearclip plane
2449 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
2450 plane4f[3] = r_refdef.view.frustum[4].dist;
2452 for (i = 0;i < 8;i++)
2454 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
2455 dist[i] = DotProduct4(corner[i], plane4f);
2456 sign[i] = dist[i] > 0;
2459 VectorCopy(corner[i], vertex[numvertices]);
2463 // if some points are behind the nearclip, add clipped edge points to make
2464 // sure that the scissor boundary is complete
2465 if (numvertices > 0 && numvertices < 8)
2467 // add clipped edge points
2468 for (i = 0;i < 12;i++)
2470 j = bboxedges[i][0];
2471 k = bboxedges[i][1];
2472 if (sign[j] != sign[k])
2474 f = dist[j] / (dist[j] - dist[k]);
2475 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
2481 // if we have no points to check, the light is behind the view plane
2485 // if we have some points to transform, check what screen area is covered
2486 x1 = y1 = x2 = y2 = 0;
2488 //Con_Printf("%i vertices to transform...\n", numvertices);
2489 for (i = 0;i < numvertices;i++)
2491 VectorCopy(vertex[i], v);
2492 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
2493 //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]);
2496 if (x1 > v2[0]) x1 = v2[0];
2497 if (x2 < v2[0]) x2 = v2[0];
2498 if (y1 > v2[1]) y1 = v2[1];
2499 if (y2 < v2[1]) y2 = v2[1];
2508 // now convert the scissor rectangle to integer screen coordinates
2509 ix1 = (int)(x1 - 1.0f);
2510 iy1 = vid.height - (int)(y2 - 1.0f);
2511 ix2 = (int)(x2 + 1.0f);
2512 iy2 = vid.height - (int)(y1 + 1.0f);
2513 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
2515 // clamp it to the screen
2516 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
2517 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
2518 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
2519 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
2521 // if it is inside out, it's not visible
2522 if (ix2 <= ix1 || iy2 <= iy1)
2525 // the light area is visible, set up the scissor rectangle
2526 r_shadow_lightscissor[0] = ix1;
2527 r_shadow_lightscissor[1] = iy1;
2528 r_shadow_lightscissor[2] = ix2 - ix1;
2529 r_shadow_lightscissor[3] = iy2 - iy1;
2531 r_refdef.stats.lights_scissored++;
2535 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
2537 const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2538 const float *normal3f = rsurface.normal3f + 3 * firstvertex;
2539 float *color4f = rsurface.array_color4f + 4 * firstvertex;
2540 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2541 switch (r_shadow_rendermode)
2543 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2544 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2545 if (VectorLength2(diffusecolor) > 0)
2547 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2549 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2550 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2551 if ((dot = DotProduct(n, v)) < 0)
2553 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2554 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2557 VectorCopy(ambientcolor, color4f);
2558 if (r_refdef.fogenabled)
2561 f = RSurf_FogVertex(vertex3f);
2562 VectorScale(color4f, f, color4f);
2569 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2571 VectorCopy(ambientcolor, color4f);
2572 if (r_refdef.fogenabled)
2575 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2576 f = RSurf_FogVertex(vertex3f);
2577 VectorScale(color4f, f, color4f);
2583 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2584 if (VectorLength2(diffusecolor) > 0)
2586 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2588 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2589 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2591 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2592 if ((dot = DotProduct(n, v)) < 0)
2594 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2595 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2596 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2597 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2601 color4f[0] = ambientcolor[0] * distintensity;
2602 color4f[1] = ambientcolor[1] * distintensity;
2603 color4f[2] = ambientcolor[2] * distintensity;
2605 if (r_refdef.fogenabled)
2608 f = RSurf_FogVertex(vertex3f);
2609 VectorScale(color4f, f, color4f);
2613 VectorClear(color4f);
2619 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2621 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2622 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2624 color4f[0] = ambientcolor[0] * distintensity;
2625 color4f[1] = ambientcolor[1] * distintensity;
2626 color4f[2] = ambientcolor[2] * distintensity;
2627 if (r_refdef.fogenabled)
2630 f = RSurf_FogVertex(vertex3f);
2631 VectorScale(color4f, f, color4f);
2635 VectorClear(color4f);
2640 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2641 if (VectorLength2(diffusecolor) > 0)
2643 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2645 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2646 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2648 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2649 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2650 if ((dot = DotProduct(n, v)) < 0)
2652 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2653 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2654 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2655 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2659 color4f[0] = ambientcolor[0] * distintensity;
2660 color4f[1] = ambientcolor[1] * distintensity;
2661 color4f[2] = ambientcolor[2] * distintensity;
2663 if (r_refdef.fogenabled)
2666 f = RSurf_FogVertex(vertex3f);
2667 VectorScale(color4f, f, color4f);
2671 VectorClear(color4f);
2677 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2679 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2680 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2682 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2683 color4f[0] = ambientcolor[0] * distintensity;
2684 color4f[1] = ambientcolor[1] * distintensity;
2685 color4f[2] = ambientcolor[2] * distintensity;
2686 if (r_refdef.fogenabled)
2689 f = RSurf_FogVertex(vertex3f);
2690 VectorScale(color4f, f, color4f);
2694 VectorClear(color4f);
2704 static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2706 // used to display how many times a surface is lit for level design purposes
2707 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2710 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
2712 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2713 R_SetupSurfaceShader(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
2714 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
2715 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
2717 R_Mesh_ColorPointer(NULL, 0, 0);
2718 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
2719 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
2720 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
2721 if (rsurface.texture->backgroundcurrentskinframe)
2723 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
2724 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
2725 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
2726 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
2728 //R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0);
2729 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
2730 if(rsurface.texture->colormapping)
2732 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
2733 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
2735 R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
2736 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2737 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
2738 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
2739 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
2740 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2742 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2744 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2745 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2747 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2751 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2758 int newnumtriangles;
2762 int maxtriangles = 4096;
2763 static int newelements[4096*3];
2764 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2765 for (renders = 0;renders < 64;renders++)
2770 newnumtriangles = 0;
2772 // due to low fillrate on the cards this vertex lighting path is
2773 // designed for, we manually cull all triangles that do not
2774 // contain a lit vertex
2775 // this builds batches of triangles from multiple surfaces and
2776 // renders them at once
2777 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2779 if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2781 if (newnumtriangles)
2783 newfirstvertex = min(newfirstvertex, e[0]);
2784 newlastvertex = max(newlastvertex, e[0]);
2788 newfirstvertex = e[0];
2789 newlastvertex = e[0];
2791 newfirstvertex = min(newfirstvertex, e[1]);
2792 newlastvertex = max(newlastvertex, e[1]);
2793 newfirstvertex = min(newfirstvertex, e[2]);
2794 newlastvertex = max(newlastvertex, e[2]);
2800 if (newnumtriangles >= maxtriangles)
2802 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2803 newnumtriangles = 0;
2809 if (newnumtriangles >= 1)
2811 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2814 // if we couldn't find any lit triangles, exit early
2817 // now reduce the intensity for the next overbright pass
2818 // we have to clamp to 0 here incase the drivers have improper
2819 // handling of negative colors
2820 // (some old drivers even have improper handling of >1 color)
2822 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2824 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2826 c[0] = max(0, c[0] - 1);
2827 c[1] = max(0, c[1] - 1);
2828 c[2] = max(0, c[2] - 1);
2840 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolor, float ambientscale, float diffusescale)
2842 // OpenGL 1.1 path (anything)
2843 float ambientcolorbase[3], diffusecolorbase[3];
2844 float ambientcolorpants[3], diffusecolorpants[3];
2845 float ambientcolorshirt[3], diffusecolorshirt[3];
2846 const float *surfacecolor = rsurface.texture->dlightcolor;
2847 const float *surfacepants = rsurface.colormap_pantscolor;
2848 const float *surfaceshirt = rsurface.colormap_shirtcolor;
2849 rtexture_t *basetexture = rsurface.texture->basetexture;
2850 rtexture_t *pantstexture = rsurface.texture->currentskinframe->pants;
2851 rtexture_t *shirttexture = rsurface.texture->currentskinframe->shirt;
2852 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2853 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2854 ambientscale *= 2 * r_refdef.view.colorscale;
2855 diffusescale *= 2 * r_refdef.view.colorscale;
2856 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2857 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2858 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2859 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2860 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2861 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2862 R_Mesh_TexBind(0, R_GetTexture(basetexture));
2863 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2864 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2865 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2866 switch(r_shadow_rendermode)
2868 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2869 R_Mesh_TexBindAll(1, 0, R_GetTexture(r_shadow_attenuation3dtexture), 0, 0);
2870 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2871 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2872 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2874 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2875 R_Mesh_TexBind(2, R_GetTexture(r_shadow_attenuation2dtexture));
2876 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2877 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2878 R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2880 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2881 R_Mesh_TexBind(1, R_GetTexture(r_shadow_attenuation2dtexture));
2882 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2883 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2884 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2886 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2891 //R_Mesh_TexBind(0, R_GetTexture(basetexture));
2892 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
2895 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2896 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
2900 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2901 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
2905 extern cvar_t gl_lightmaps;
2906 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2908 float ambientscale, diffusescale, specularscale;
2910 float lightcolor[3];
2911 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2912 ambientscale = rsurface.rtlight->ambientscale;
2913 diffusescale = rsurface.rtlight->diffusescale;
2914 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2915 if (!r_shadow_usenormalmap.integer)
2917 ambientscale += 1.0f * diffusescale;
2921 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2923 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2926 VectorNegate(lightcolor, lightcolor);
2927 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2929 RSurf_SetupDepthAndCulling();
2930 switch (r_shadow_rendermode)
2932 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2933 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2934 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2936 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2937 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolor, ambientscale, diffusescale, specularscale);
2939 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2940 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2941 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2942 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2943 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolor, ambientscale, diffusescale);
2946 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2950 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2953 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2955 matrix4x4_t tempmatrix = *matrix;
2956 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2958 // if this light has been compiled before, free the associated data
2959 R_RTLight_Uncompile(rtlight);
2961 // clear it completely to avoid any lingering data
2962 memset(rtlight, 0, sizeof(*rtlight));
2964 // copy the properties
2965 rtlight->matrix_lighttoworld = tempmatrix;
2966 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2967 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2968 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2969 VectorCopy(color, rtlight->color);
2970 rtlight->cubemapname[0] = 0;
2971 if (cubemapname && cubemapname[0])
2972 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2973 rtlight->shadow = shadow;
2974 rtlight->corona = corona;
2975 rtlight->style = style;
2976 rtlight->isstatic = isstatic;
2977 rtlight->coronasizescale = coronasizescale;
2978 rtlight->ambientscale = ambientscale;
2979 rtlight->diffusescale = diffusescale;
2980 rtlight->specularscale = specularscale;
2981 rtlight->flags = flags;
2983 // compute derived data
2984 //rtlight->cullradius = rtlight->radius;
2985 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2986 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2987 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2988 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2989 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2990 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2991 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2994 // compiles rtlight geometry
2995 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2996 void R_RTLight_Compile(rtlight_t *rtlight)
2999 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3000 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3001 entity_render_t *ent = r_refdef.scene.worldentity;
3002 dp_model_t *model = r_refdef.scene.worldmodel;
3003 unsigned char *data;
3006 // compile the light
3007 rtlight->compiled = true;
3008 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3009 rtlight->static_numleafs = 0;
3010 rtlight->static_numleafpvsbytes = 0;
3011 rtlight->static_leaflist = NULL;
3012 rtlight->static_leafpvs = NULL;
3013 rtlight->static_numsurfaces = 0;
3014 rtlight->static_surfacelist = NULL;
3015 rtlight->static_shadowmap_receivers = 0x3F;
3016 rtlight->static_shadowmap_casters = 0x3F;
3017 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3018 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3019 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3020 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3021 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3022 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3024 if (model && model->GetLightInfo)
3026 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3027 r_shadow_compilingrtlight = rtlight;
3028 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
3029 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3030 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3031 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3032 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3033 rtlight->static_numsurfaces = numsurfaces;
3034 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3035 rtlight->static_numleafs = numleafs;
3036 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3037 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3038 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3039 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3040 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3041 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3042 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3043 if (rtlight->static_numsurfaces)
3044 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3045 if (rtlight->static_numleafs)
3046 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3047 if (rtlight->static_numleafpvsbytes)
3048 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3049 if (rtlight->static_numshadowtrispvsbytes)
3050 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3051 if (rtlight->static_numlighttrispvsbytes)
3052 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3053 switch (rtlight->shadowmode)
3055 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3056 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
3057 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
3058 if (model->CompileShadowMap && rtlight->shadow)
3059 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3062 if (model->CompileShadowVolume && rtlight->shadow)
3063 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3066 // now we're done compiling the rtlight
3067 r_shadow_compilingrtlight = NULL;
3071 // use smallest available cullradius - box radius or light radius
3072 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3073 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3075 shadowzpasstris = 0;
3076 if (rtlight->static_meshchain_shadow_zpass)
3077 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3078 shadowzpasstris += mesh->numtriangles;
3080 shadowzfailtris = 0;
3081 if (rtlight->static_meshchain_shadow_zfail)
3082 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3083 shadowzfailtris += mesh->numtriangles;
3086 if (rtlight->static_numlighttrispvsbytes)
3087 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3088 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3092 if (rtlight->static_numlighttrispvsbytes)
3093 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3094 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3097 if (developer.integer >= 10)
3098 Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3101 void R_RTLight_Uncompile(rtlight_t *rtlight)
3103 if (rtlight->compiled)
3105 if (rtlight->static_meshchain_shadow_zpass)
3106 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3107 rtlight->static_meshchain_shadow_zpass = NULL;
3108 if (rtlight->static_meshchain_shadow_zfail)
3109 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3110 rtlight->static_meshchain_shadow_zfail = NULL;
3111 if (rtlight->static_meshchain_shadow_shadowmap)
3112 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3113 rtlight->static_meshchain_shadow_shadowmap = NULL;
3114 // these allocations are grouped
3115 if (rtlight->static_surfacelist)
3116 Mem_Free(rtlight->static_surfacelist);
3117 rtlight->static_numleafs = 0;
3118 rtlight->static_numleafpvsbytes = 0;
3119 rtlight->static_leaflist = NULL;
3120 rtlight->static_leafpvs = NULL;
3121 rtlight->static_numsurfaces = 0;
3122 rtlight->static_surfacelist = NULL;
3123 rtlight->static_numshadowtrispvsbytes = 0;
3124 rtlight->static_shadowtrispvs = NULL;
3125 rtlight->static_numlighttrispvsbytes = 0;
3126 rtlight->static_lighttrispvs = NULL;
3127 rtlight->compiled = false;
3131 void R_Shadow_UncompileWorldLights(void)
3135 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3136 for (lightindex = 0;lightindex < range;lightindex++)
3138 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3141 R_RTLight_Uncompile(&light->rtlight);
3145 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3149 // reset the count of frustum planes
3150 // see rtlight->cached_frustumplanes definition for how much this array
3152 rtlight->cached_numfrustumplanes = 0;
3154 // haven't implemented a culling path for ortho rendering
3155 if (!r_refdef.view.useperspective)
3157 // check if the light is on screen and copy the 4 planes if it is
3158 for (i = 0;i < 4;i++)
3159 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3162 for (i = 0;i < 4;i++)
3163 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3168 // generate a deformed frustum that includes the light origin, this is
3169 // used to cull shadow casting surfaces that can not possibly cast a
3170 // shadow onto the visible light-receiving surfaces, which can be a
3173 // if the light origin is onscreen the result will be 4 planes exactly
3174 // if the light origin is offscreen on only one axis the result will
3175 // be exactly 5 planes (split-side case)
3176 // if the light origin is offscreen on two axes the result will be
3177 // exactly 4 planes (stretched corner case)
3178 for (i = 0;i < 4;i++)
3180 // quickly reject standard frustum planes that put the light
3181 // origin outside the frustum
3182 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3185 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3187 // if all the standard frustum planes were accepted, the light is onscreen
3188 // otherwise we need to generate some more planes below...
3189 if (rtlight->cached_numfrustumplanes < 4)
3191 // at least one of the stock frustum planes failed, so we need to
3192 // create one or two custom planes to enclose the light origin
3193 for (i = 0;i < 4;i++)
3195 // create a plane using the view origin and light origin, and a
3196 // single point from the frustum corner set
3197 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3198 VectorNormalize(plane.normal);
3199 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3200 // see if this plane is backwards and flip it if so
3201 for (j = 0;j < 4;j++)
3202 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3206 VectorNegate(plane.normal, plane.normal);
3208 // flipped plane, test again to see if it is now valid
3209 for (j = 0;j < 4;j++)
3210 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3212 // if the plane is still not valid, then it is dividing the
3213 // frustum and has to be rejected
3217 // we have created a valid plane, compute extra info
3218 PlaneClassify(&plane);
3220 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3222 // if we've found 5 frustum planes then we have constructed a
3223 // proper split-side case and do not need to keep searching for
3224 // planes to enclose the light origin
3225 if (rtlight->cached_numfrustumplanes == 5)
3233 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3235 plane = rtlight->cached_frustumplanes[i];
3236 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
3241 // now add the light-space box planes if the light box is rotated, as any
3242 // caster outside the oriented light box is irrelevant (even if it passed
3243 // the worldspace light box, which is axial)
3244 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3246 for (i = 0;i < 6;i++)
3250 v[i >> 1] = (i & 1) ? -1 : 1;
3251 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3252 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3253 plane.dist = VectorNormalizeLength(plane.normal);
3254 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3255 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3261 // add the world-space reduced box planes
3262 for (i = 0;i < 6;i++)
3264 VectorClear(plane.normal);
3265 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3266 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3267 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3276 // reduce all plane distances to tightly fit the rtlight cull box, which
3278 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3279 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3280 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3281 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3282 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3283 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3284 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3285 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3286 oldnum = rtlight->cached_numfrustumplanes;
3287 rtlight->cached_numfrustumplanes = 0;
3288 for (j = 0;j < oldnum;j++)
3290 // find the nearest point on the box to this plane
3291 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3292 for (i = 1;i < 8;i++)
3294 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3295 if (bestdist > dist)
3298 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3299 // if the nearest point is near or behind the plane, we want this
3300 // plane, otherwise the plane is useless as it won't cull anything
3301 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3303 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3304 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3311 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3315 RSurf_ActiveWorldEntity();
3317 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3320 GL_CullFace(GL_NONE);
3321 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3322 for (;mesh;mesh = mesh->next)
3324 if (!mesh->sidetotals[r_shadow_shadowmapside])
3326 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3327 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3328 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3332 else if (r_refdef.scene.worldentity->model)
3333 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3335 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3338 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3340 qboolean zpass = false;
3343 int surfacelistindex;
3344 msurface_t *surface;
3346 RSurf_ActiveWorldEntity();
3348 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3351 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3353 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3354 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3356 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3357 for (;mesh;mesh = mesh->next)
3359 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3360 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3361 GL_LockArrays(0, mesh->numverts);
3362 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3364 // increment stencil if frontface is infront of depthbuffer
3365 GL_CullFace(r_refdef.view.cullface_back);
3366 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
3367 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3368 // decrement stencil if backface is infront of depthbuffer
3369 GL_CullFace(r_refdef.view.cullface_front);
3370 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
3372 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3374 // decrement stencil if backface is behind depthbuffer
3375 GL_CullFace(r_refdef.view.cullface_front);
3376 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
3377 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3378 // increment stencil if frontface is behind depthbuffer
3379 GL_CullFace(r_refdef.view.cullface_back);
3380 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
3382 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3383 GL_LockArrays(0, 0);
3387 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
3389 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3390 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3392 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3393 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3394 if (CHECKPVSBIT(trispvs, t))
3395 shadowmarklist[numshadowmark++] = t;
3397 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3399 else if (numsurfaces)
3400 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3402 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3405 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3407 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3408 vec_t relativeshadowradius;
3409 RSurf_ActiveModelEntity(ent, false, false, false);
3410 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3411 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3412 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3413 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3414 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3415 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3416 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3417 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3418 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
3420 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3423 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3424 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3427 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3429 // set up properties for rendering light onto this entity
3430 RSurf_ActiveModelEntity(ent, true, true, false);
3431 GL_AlphaTest(false);
3432 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3433 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3434 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3435 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3438 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3440 if (!r_refdef.scene.worldmodel->DrawLight)
3443 // set up properties for rendering light onto this entity
3444 RSurf_ActiveWorldEntity();
3445 GL_AlphaTest(false);
3446 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3447 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3448 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3449 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3451 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs);
3453 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3456 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3458 dp_model_t *model = ent->model;
3459 if (!model->DrawLight)
3462 R_Shadow_SetupEntityLight(ent);
3464 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3466 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3469 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3473 int numleafs, numsurfaces;
3474 int *leaflist, *surfacelist;
3475 unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs, *surfacesides;
3476 int numlightentities;
3477 int numlightentities_noselfshadow;
3478 int numshadowentities;
3479 int numshadowentities_noselfshadow;
3480 static entity_render_t *lightentities[MAX_EDICTS];
3481 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3482 static entity_render_t *shadowentities[MAX_EDICTS];
3483 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3485 rtlight->draw = false;
3487 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3488 // skip lights that are basically invisible (color 0 0 0)
3489 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
3492 // loading is done before visibility checks because loading should happen
3493 // all at once at the start of a level, not when it stalls gameplay.
3494 // (especially important to benchmarks)
3496 if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3498 if (rtlight->compiled)
3499 R_RTLight_Uncompile(rtlight);
3500 R_RTLight_Compile(rtlight);
3504 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
3506 // look up the light style value at this time
3507 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3508 VectorScale(rtlight->color, f, rtlight->currentcolor);
3510 if (rtlight->selected)
3512 f = 2 + sin(realtime * M_PI * 4.0);
3513 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3517 // if lightstyle is currently off, don't draw the light
3518 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3521 // if the light box is offscreen, skip it
3522 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3525 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3526 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3528 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3530 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3532 // compiled light, world available and can receive realtime lighting
3533 // retrieve leaf information
3534 numleafs = rtlight->static_numleafs;
3535 leaflist = rtlight->static_leaflist;
3536 leafpvs = rtlight->static_leafpvs;
3537 numsurfaces = rtlight->static_numsurfaces;
3538 surfacelist = rtlight->static_surfacelist;
3539 surfacesides = NULL;
3540 shadowtrispvs = rtlight->static_shadowtrispvs;
3541 lighttrispvs = rtlight->static_lighttrispvs;
3543 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3545 // dynamic light, world available and can receive realtime lighting
3546 // calculate lit surfaces and leafs
3547 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
3548 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3549 leaflist = r_shadow_buffer_leaflist;
3550 leafpvs = r_shadow_buffer_leafpvs;
3551 surfacelist = r_shadow_buffer_surfacelist;
3552 surfacesides = r_shadow_buffer_surfacesides;
3553 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3554 lighttrispvs = r_shadow_buffer_lighttrispvs;
3555 // if the reduced leaf bounds are offscreen, skip it
3556 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3567 surfacesides = NULL;
3568 shadowtrispvs = NULL;
3569 lighttrispvs = NULL;
3571 // check if light is illuminating any visible leafs
3574 for (i = 0;i < numleafs;i++)
3575 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3581 // make a list of lit entities and shadow casting entities
3582 numlightentities = 0;
3583 numlightentities_noselfshadow = 0;
3584 numshadowentities = 0;
3585 numshadowentities_noselfshadow = 0;
3587 // add dynamic entities that are lit by the light
3588 for (i = 0;i < r_refdef.scene.numentities;i++)
3591 entity_render_t *ent = r_refdef.scene.entities[i];
3593 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3595 // skip the object entirely if it is not within the valid
3596 // shadow-casting region (which includes the lit region)
3597 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3599 if (!(model = ent->model))
3601 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3603 // this entity wants to receive light, is visible, and is
3604 // inside the light box
3605 // TODO: check if the surfaces in the model can receive light
3606 // so now check if it's in a leaf seen by the light
3607 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3609 if (ent->flags & RENDER_NOSELFSHADOW)
3610 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3612 lightentities[numlightentities++] = ent;
3613 // since it is lit, it probably also casts a shadow...
3614 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3615 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3616 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3618 // note: exterior models without the RENDER_NOSELFSHADOW
3619 // flag still create a RENDER_NOSELFSHADOW shadow but
3620 // are lit normally, this means that they are
3621 // self-shadowing but do not shadow other
3622 // RENDER_NOSELFSHADOW entities such as the gun
3623 // (very weird, but keeps the player shadow off the gun)
3624 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3625 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3627 shadowentities[numshadowentities++] = ent;
3630 else if (ent->flags & RENDER_SHADOW)
3632 // this entity is not receiving light, but may still need to
3634 // TODO: check if the surfaces in the model can cast shadow
3635 // now check if it is in a leaf seen by the light
3636 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3638 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3639 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3640 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3642 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3643 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3645 shadowentities[numshadowentities++] = ent;
3650 // return if there's nothing at all to light
3651 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3654 // count this light in the r_speeds
3655 r_refdef.stats.lights++;
3657 // flag it as worth drawing later
3658 rtlight->draw = true;
3660 // cache all the animated entities that cast a shadow but are not visible
3661 for (i = 0;i < numshadowentities;i++)
3662 if (!shadowentities[i]->animcache_vertex3f)
3663 R_AnimCache_GetEntity(shadowentities[i], false, false);
3664 for (i = 0;i < numshadowentities_noselfshadow;i++)
3665 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3666 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3668 // allocate some temporary memory for rendering this light later in the frame
3669 // reusable buffers need to be copied, static data can be used as-is
3670 rtlight->cached_numlightentities = numlightentities;
3671 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
3672 rtlight->cached_numshadowentities = numshadowentities;
3673 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3674 rtlight->cached_numsurfaces = numsurfaces;
3675 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3676 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3677 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3678 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3679 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3681 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3682 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3683 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3684 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3685 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3689 // compiled light data
3690 rtlight->cached_shadowtrispvs = shadowtrispvs;
3691 rtlight->cached_lighttrispvs = lighttrispvs;
3692 rtlight->cached_surfacelist = surfacelist;
3696 void R_Shadow_DrawLight(rtlight_t *rtlight)
3700 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3701 int numlightentities;
3702 int numlightentities_noselfshadow;
3703 int numshadowentities;
3704 int numshadowentities_noselfshadow;
3705 entity_render_t **lightentities;
3706 entity_render_t **lightentities_noselfshadow;
3707 entity_render_t **shadowentities;
3708 entity_render_t **shadowentities_noselfshadow;
3710 static unsigned char entitysides[MAX_EDICTS];
3711 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3712 vec3_t nearestpoint;
3714 qboolean castshadows;
3717 // check if we cached this light this frame (meaning it is worth drawing)
3721 // if R_FrameData_Store ran out of space we skip anything dependent on it
3722 if (r_framedata_failed)
3725 numlightentities = rtlight->cached_numlightentities;
3726 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3727 numshadowentities = rtlight->cached_numshadowentities;
3728 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3729 numsurfaces = rtlight->cached_numsurfaces;
3730 lightentities = rtlight->cached_lightentities;
3731 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3732 shadowentities = rtlight->cached_shadowentities;
3733 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3734 shadowtrispvs = rtlight->cached_shadowtrispvs;
3735 lighttrispvs = rtlight->cached_lighttrispvs;
3736 surfacelist = rtlight->cached_surfacelist;
3738 // set up a scissor rectangle for this light
3739 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3742 // don't let sound skip if going slow
3743 if (r_refdef.scene.extraupdate)
3746 // make this the active rtlight for rendering purposes
3747 R_Shadow_RenderMode_ActiveLight(rtlight);
3749 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3751 // optionally draw visible shape of the shadow volumes
3752 // for performance analysis by level designers
3753 R_Shadow_RenderMode_VisibleShadowVolumes();
3755 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3756 for (i = 0;i < numshadowentities;i++)
3757 R_Shadow_DrawEntityShadow(shadowentities[i]);
3758 for (i = 0;i < numshadowentities_noselfshadow;i++)
3759 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3760 R_Shadow_RenderMode_VisibleLighting(false, false);
3763 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3765 // optionally draw the illuminated areas
3766 // for performance analysis by level designers
3767 R_Shadow_RenderMode_VisibleLighting(false, false);
3769 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3770 for (i = 0;i < numlightentities;i++)
3771 R_Shadow_DrawEntityLight(lightentities[i]);
3772 for (i = 0;i < numlightentities_noselfshadow;i++)
3773 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3776 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3778 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3779 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3780 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3781 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3783 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3784 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3785 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3787 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3793 int receivermask = 0;
3794 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3795 Matrix4x4_Abs(&radiustolight);
3797 r_shadow_shadowmaplod = 0;
3798 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3799 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3800 r_shadow_shadowmaplod = i;
3802 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
3803 size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
3805 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3807 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3809 surfacesides = NULL;
3812 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3814 castermask = rtlight->static_shadowmap_casters;
3815 receivermask = rtlight->static_shadowmap_receivers;
3819 surfacesides = r_shadow_buffer_surfacesides;
3820 for(i = 0;i < numsurfaces;i++)
3822 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3823 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3824 castermask |= surfacesides[i];
3825 receivermask |= surfacesides[i];
3829 if (receivermask < 0x3F)
3831 for (i = 0;i < numlightentities;i++)
3832 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3833 if (receivermask < 0x3F)
3834 for(i = 0; i < numlightentities_noselfshadow;i++)
3835 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3838 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3842 for (i = 0;i < numshadowentities;i++)
3843 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3844 for (i = 0;i < numshadowentities_noselfshadow;i++)
3845 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3848 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3850 // render shadow casters into 6 sided depth texture
3851 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3853 R_Shadow_RenderMode_ShadowMap(side, true, size);
3854 if (! (castermask & (1 << side))) continue;
3856 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3857 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3858 R_Shadow_DrawEntityShadow(shadowentities[i]);
3861 if (numlightentities_noselfshadow)
3863 // render lighting using the depth texture as shadowmap
3864 // draw lighting in the unmasked areas
3865 R_Shadow_RenderMode_Lighting(false, false, true);
3866 for (i = 0;i < numlightentities_noselfshadow;i++)
3867 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3870 // render shadow casters into 6 sided depth texture
3871 if (numshadowentities_noselfshadow)
3873 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3875 R_Shadow_RenderMode_ShadowMap(side, false, size);
3876 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3877 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3881 // render lighting using the depth texture as shadowmap
3882 // draw lighting in the unmasked areas
3883 R_Shadow_RenderMode_Lighting(false, false, true);
3884 // draw lighting in the unmasked areas
3886 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3887 for (i = 0;i < numlightentities;i++)
3888 R_Shadow_DrawEntityLight(lightentities[i]);
3890 else if (castshadows && vid.stencil)
3892 // draw stencil shadow volumes to mask off pixels that are in shadow
3893 // so that they won't receive lighting
3894 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3895 R_Shadow_ClearStencil();
3898 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3899 for (i = 0;i < numshadowentities;i++)
3900 R_Shadow_DrawEntityShadow(shadowentities[i]);
3902 // draw lighting in the unmasked areas
3903 R_Shadow_RenderMode_Lighting(true, false, false);
3904 for (i = 0;i < numlightentities_noselfshadow;i++)
3905 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3907 for (i = 0;i < numshadowentities_noselfshadow;i++)
3908 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3910 // draw lighting in the unmasked areas
3911 R_Shadow_RenderMode_Lighting(true, false, false);
3913 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3914 for (i = 0;i < numlightentities;i++)
3915 R_Shadow_DrawEntityLight(lightentities[i]);
3919 // draw lighting in the unmasked areas
3920 R_Shadow_RenderMode_Lighting(false, false, false);
3922 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3923 for (i = 0;i < numlightentities;i++)
3924 R_Shadow_DrawEntityLight(lightentities[i]);
3925 for (i = 0;i < numlightentities_noselfshadow;i++)
3926 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3929 if (r_shadow_usingdeferredprepass)
3931 // when rendering deferred lighting, we simply rasterize the box
3932 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3933 R_Shadow_RenderMode_DrawDeferredLight(false, true);
3934 else if (castshadows && vid.stencil)
3935 R_Shadow_RenderMode_DrawDeferredLight(true, false);
3937 R_Shadow_RenderMode_DrawDeferredLight(false, false);
3941 static void R_Shadow_FreeDeferred(void)
3943 if (r_shadow_prepassgeometryfbo)
3944 qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
3945 r_shadow_prepassgeometryfbo = 0;
3947 if (r_shadow_prepasslightingfbo)
3948 qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
3949 r_shadow_prepasslightingfbo = 0;
3951 if (r_shadow_prepassgeometrydepthtexture)
3952 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
3953 r_shadow_prepassgeometrydepthtexture = NULL;
3955 if (r_shadow_prepassgeometrynormalmaptexture)
3956 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
3957 r_shadow_prepassgeometrynormalmaptexture = NULL;
3959 if (r_shadow_prepasslightingdiffusetexture)
3960 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
3961 r_shadow_prepasslightingdiffusetexture = NULL;
3963 if (r_shadow_prepasslightingspeculartexture)
3964 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
3965 r_shadow_prepasslightingspeculartexture = NULL;
3968 void R_Shadow_DrawPrepass(void)
3976 entity_render_t *ent;
3978 GL_AlphaTest(false);
3979 R_Mesh_ColorPointer(NULL, 0, 0);
3980 R_Mesh_ResetTextureState();
3982 GL_ColorMask(1,1,1,1);
3983 GL_BlendFunc(GL_ONE, GL_ZERO);
3986 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
3987 qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
3988 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
3990 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
3991 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
3992 if (r_timereport_active)
3993 R_TimeReport("prepassgeometry");
3995 for (i = 0;i < r_refdef.scene.numentities;i++)
3997 if (!r_refdef.viewcache.entityvisible[i])
3999 ent = r_refdef.scene.entities[i];
4000 if (ent->model && ent->model->DrawPrepass != NULL)
4001 ent->model->DrawPrepass(ent);
4004 GL_DepthMask(false);
4005 GL_ColorMask(1,1,1,1);
4008 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4009 qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
4010 GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
4011 if (r_refdef.fogenabled)
4012 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
4014 R_Shadow_RenderMode_Begin();
4016 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4017 if (r_shadow_debuglight.integer >= 0)
4019 lightindex = r_shadow_debuglight.integer;
4020 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4021 if (light && (light->flags & flag))
4022 R_Shadow_DrawLight(&light->rtlight);
4026 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4027 for (lightindex = 0;lightindex < range;lightindex++)
4029 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4030 if (light && (light->flags & flag))
4031 R_Shadow_DrawLight(&light->rtlight);
4034 if (r_refdef.scene.rtdlight)
4035 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4036 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4038 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
4039 if (r_refdef.fogenabled)
4040 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
4042 R_Shadow_RenderMode_End();
4044 if (r_timereport_active)
4045 R_TimeReport("prepasslights");
4048 void R_Shadow_DrawLightSprites(void);
4049 void R_Shadow_PrepareLights(void)
4059 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4060 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4061 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) ||
4062 r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
4063 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4064 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4065 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4066 R_Shadow_FreeShadowMaps();
4068 switch (vid.renderpath)
4070 case RENDERPATH_GL20:
4071 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || !vid.support.arb_texture_rectangle || vid.maxdrawbuffers < 2)
4073 r_shadow_usingdeferredprepass = false;
4074 if (r_shadow_prepass_width)
4075 R_Shadow_FreeDeferred();
4076 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4080 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4082 R_Shadow_FreeDeferred();
4084 r_shadow_usingdeferredprepass = true;
4085 r_shadow_prepass_width = vid.width;
4086 r_shadow_prepass_height = vid.height;
4087 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4088 r_shadow_prepassgeometrynormalmaptexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4089 r_shadow_prepasslightingdiffusetexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4090 r_shadow_prepasslightingspeculartexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4092 // set up the geometry pass fbo (depth + normalmap)
4093 qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
4094 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
4095 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4096 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
4097 // render depth into one texture and normalmap into the other
4098 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4099 qglReadBuffer(GL_NONE);CHECKGLERROR
4100 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4101 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4103 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4104 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4105 r_shadow_usingdeferredprepass = false;
4108 // set up the lighting pass fbo (diffuse + specular)
4109 qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
4110 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4111 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4112 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
4113 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
4114 // render diffuse into one texture and specular into another,
4115 // with depth and normalmap bound as textures,
4116 // with depth bound as attachment as well
4117 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4118 qglReadBuffer(GL_NONE);CHECKGLERROR
4119 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4120 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4122 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4123 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4124 r_shadow_usingdeferredprepass = false;
4128 case RENDERPATH_GL13:
4129 case RENDERPATH_GL11:
4130 r_shadow_usingdeferredprepass = false;
4134 R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
4136 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4137 if (r_shadow_debuglight.integer >= 0)
4139 lightindex = r_shadow_debuglight.integer;
4140 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4141 if (light && (light->flags & flag))
4142 R_Shadow_PrepareLight(&light->rtlight);
4146 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4147 for (lightindex = 0;lightindex < range;lightindex++)
4149 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4150 if (light && (light->flags & flag))
4151 R_Shadow_PrepareLight(&light->rtlight);
4154 if (r_refdef.scene.rtdlight)
4156 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4157 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4159 else if(gl_flashblend.integer)
4161 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4163 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4164 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4165 VectorScale(rtlight->color, f, rtlight->currentcolor);
4169 if (r_editlights.integer)
4170 R_Shadow_DrawLightSprites();
4173 void R_Shadow_DrawLights(void)
4181 R_Shadow_RenderMode_Begin();
4183 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4184 if (r_shadow_debuglight.integer >= 0)
4186 lightindex = r_shadow_debuglight.integer;
4187 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4188 if (light && (light->flags & flag))
4189 R_Shadow_DrawLight(&light->rtlight);
4193 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4194 for (lightindex = 0;lightindex < range;lightindex++)
4196 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4197 if (light && (light->flags & flag))
4198 R_Shadow_DrawLight(&light->rtlight);
4201 if (r_refdef.scene.rtdlight)
4202 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4203 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4205 R_Shadow_RenderMode_End();
4208 extern const float r_screenvertex3f[12];
4209 extern void R_SetupView(qboolean allowwaterclippingplane);
4210 extern void R_ResetViewRendering3D(void);
4211 extern void R_ResetViewRendering2D(void);
4212 extern cvar_t r_shadows;
4213 extern cvar_t r_shadows_darken;
4214 extern cvar_t r_shadows_drawafterrtlighting;
4215 extern cvar_t r_shadows_castfrombmodels;
4216 extern cvar_t r_shadows_throwdistance;
4217 extern cvar_t r_shadows_throwdirection;
4218 void R_DrawModelShadows(void)
4221 float relativethrowdistance;
4222 entity_render_t *ent;
4223 vec3_t relativelightorigin;
4224 vec3_t relativelightdirection;
4225 vec3_t relativeshadowmins, relativeshadowmaxs;
4226 vec3_t tmp, shadowdir;
4228 if (!r_refdef.scene.numentities || !vid.stencil)
4232 R_ResetViewRendering3D();
4233 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4234 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4235 R_Shadow_RenderMode_Begin();
4236 R_Shadow_RenderMode_ActiveLight(NULL);
4237 r_shadow_lightscissor[0] = r_refdef.view.x;
4238 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4239 r_shadow_lightscissor[2] = r_refdef.view.width;
4240 r_shadow_lightscissor[3] = r_refdef.view.height;
4241 R_Shadow_RenderMode_StencilShadowVolumes(false);
4244 if (r_shadows.integer == 2)
4246 Math_atov(r_shadows_throwdirection.string, shadowdir);
4247 VectorNormalize(shadowdir);
4250 R_Shadow_ClearStencil();
4252 for (i = 0;i < r_refdef.scene.numentities;i++)
4254 ent = r_refdef.scene.entities[i];
4256 // cast shadows from anything of the map (submodels are optional)
4257 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4259 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4260 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4261 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4262 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4263 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4266 if(ent->entitynumber != 0)
4268 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4269 int entnum, entnum2, recursion;
4270 entnum = entnum2 = ent->entitynumber;
4271 for(recursion = 32; recursion > 0; --recursion)
4273 entnum2 = cl.entities[entnum].state_current.tagentity;
4274 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4279 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4281 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4282 // transform into modelspace of OUR entity
4283 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4284 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4287 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4290 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4293 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4294 RSurf_ActiveModelEntity(ent, false, false, false);
4295 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4296 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4300 // not really the right mode, but this will disable any silly stencil features
4301 R_Shadow_RenderMode_End();
4303 // set up ortho view for rendering this pass
4304 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4305 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4306 //GL_ScissorTest(true);
4307 //R_Mesh_Matrix(&identitymatrix);
4308 //R_Mesh_ResetTextureState();
4309 R_ResetViewRendering2D();
4310 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4311 R_Mesh_ColorPointer(NULL, 0, 0);
4312 R_SetupGenericShader(false);
4314 // set up a darkening blend on shadowed areas
4315 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4316 //GL_DepthRange(0, 1);
4317 //GL_DepthTest(false);
4318 //GL_DepthMask(false);
4319 //GL_PolygonOffset(0, 0);CHECKGLERROR
4320 GL_Color(0, 0, 0, r_shadows_darken.value);
4321 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4322 //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
4323 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
4324 qglStencilMask(~0);CHECKGLERROR
4325 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4326 qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
4328 // apply the blend to the shadowed areas
4329 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4331 // restore the viewport
4332 R_SetViewport(&r_refdef.view.viewport);
4334 // restore other state to normal
4335 //R_Shadow_RenderMode_End();
4338 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4341 vec3_t centerorigin;
4343 // if it's too close, skip it
4344 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4346 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4349 if (usequery && r_numqueries + 2 <= r_maxqueries)
4351 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4352 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4353 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
4354 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4357 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
4358 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4359 qglDepthFunc(GL_ALWAYS);
4360 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4361 R_Mesh_VertexPointer(vertex3f, 0, 0);
4362 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4363 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4364 qglDepthFunc(GL_LEQUAL);
4365 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4366 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4367 R_Mesh_VertexPointer(vertex3f, 0, 0);
4368 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4369 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4372 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4375 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4377 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4380 GLint allpixels = 0, visiblepixels = 0;
4381 // now we have to check the query result
4382 if (rtlight->corona_queryindex_visiblepixels)
4385 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4386 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4388 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4389 if (visiblepixels < 1 || allpixels < 1)
4391 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4392 cscale *= rtlight->corona_visibility;
4396 // FIXME: these traces should scan all render entities instead of cl.world
4397 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4400 VectorScale(rtlight->currentcolor, cscale, color);
4401 if (VectorLength(color) > (1.0f / 256.0f))
4404 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4407 VectorNegate(color, color);
4408 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4410 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4411 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4412 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4414 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4418 void R_Shadow_DrawCoronas(void)
4426 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4428 if (r_waterstate.renderingscene)
4430 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4431 R_Mesh_Matrix(&identitymatrix);
4433 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4435 // check occlusion of coronas
4436 // use GL_ARB_occlusion_query if available
4437 // otherwise use raytraces
4439 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4442 GL_ColorMask(0,0,0,0);
4443 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4444 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4447 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4448 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4450 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4453 RSurf_ActiveWorldEntity();
4454 GL_BlendFunc(GL_ONE, GL_ZERO);
4455 GL_CullFace(GL_NONE);
4456 GL_DepthMask(false);
4457 GL_DepthRange(0, 1);
4458 GL_PolygonOffset(0, 0);
4460 R_Mesh_ColorPointer(NULL, 0, 0);
4461 R_Mesh_ResetTextureState();
4462 R_SetupGenericShader(false);
4464 for (lightindex = 0;lightindex < range;lightindex++)
4466 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4469 rtlight = &light->rtlight;
4470 rtlight->corona_visibility = 0;
4471 rtlight->corona_queryindex_visiblepixels = 0;
4472 rtlight->corona_queryindex_allpixels = 0;
4473 if (!(rtlight->flags & flag))
4475 if (rtlight->corona <= 0)
4477 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4479 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4481 for (i = 0;i < r_refdef.scene.numlights;i++)
4483 rtlight = r_refdef.scene.lights[i];
4484 rtlight->corona_visibility = 0;
4485 rtlight->corona_queryindex_visiblepixels = 0;
4486 rtlight->corona_queryindex_allpixels = 0;
4487 if (!(rtlight->flags & flag))
4489 if (rtlight->corona <= 0)
4491 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4494 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4496 // now draw the coronas using the query data for intensity info
4497 for (lightindex = 0;lightindex < range;lightindex++)
4499 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4502 rtlight = &light->rtlight;
4503 if (rtlight->corona_visibility <= 0)
4505 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4507 for (i = 0;i < r_refdef.scene.numlights;i++)
4509 rtlight = r_refdef.scene.lights[i];
4510 if (rtlight->corona_visibility <= 0)
4512 if (gl_flashblend.integer)
4513 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4515 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4521 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
4522 typedef struct suffixinfo_s
4525 qboolean flipx, flipy, flipdiagonal;
4528 static suffixinfo_t suffix[3][6] =
4531 {"px", false, false, false},
4532 {"nx", false, false, false},
4533 {"py", false, false, false},
4534 {"ny", false, false, false},
4535 {"pz", false, false, false},
4536 {"nz", false, false, false}
4539 {"posx", false, false, false},
4540 {"negx", false, false, false},
4541 {"posy", false, false, false},
4542 {"negy", false, false, false},
4543 {"posz", false, false, false},
4544 {"negz", false, false, false}
4547 {"rt", true, false, true},
4548 {"lf", false, true, true},
4549 {"ft", true, true, false},
4550 {"bk", false, false, false},
4551 {"up", true, false, true},
4552 {"dn", true, false, true}
4556 static int componentorder[4] = {0, 1, 2, 3};
4558 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
4560 int i, j, cubemapsize;
4561 unsigned char *cubemappixels, *image_buffer;
4562 rtexture_t *cubemaptexture;
4564 // must start 0 so the first loadimagepixels has no requested width/height
4566 cubemappixels = NULL;
4567 cubemaptexture = NULL;
4568 // keep trying different suffix groups (posx, px, rt) until one loads
4569 for (j = 0;j < 3 && !cubemappixels;j++)
4571 // load the 6 images in the suffix group
4572 for (i = 0;i < 6;i++)
4574 // generate an image name based on the base and and suffix
4575 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
4577 if ((image_buffer = loadimagepixelsbgra(name, false, false)))
4579 // an image loaded, make sure width and height are equal
4580 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
4582 // if this is the first image to load successfully, allocate the cubemap memory
4583 if (!cubemappixels && image_width >= 1)
4585 cubemapsize = image_width;
4586 // note this clears to black, so unavailable sides are black
4587 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
4589 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
4591 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
4594 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
4596 Mem_Free(image_buffer);
4600 // if a cubemap loaded, upload it
4603 if (developer_loading.integer)
4604 Con_Printf("loading cubemap \"%s\"\n", basename);
4606 if (!r_shadow_filters_texturepool)
4607 r_shadow_filters_texturepool = R_AllocTexturePool();
4608 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
4609 Mem_Free(cubemappixels);
4613 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
4614 if (developer_loading.integer)
4616 Con_Printf("(tried tried images ");
4617 for (j = 0;j < 3;j++)
4618 for (i = 0;i < 6;i++)
4619 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
4620 Con_Print(" and was unable to find any of them).\n");
4623 return cubemaptexture;
4626 rtexture_t *R_Shadow_Cubemap(const char *basename)
4629 for (i = 0;i < numcubemaps;i++)
4630 if (!strcasecmp(cubemaps[i].basename, basename))
4631 return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
4632 if (i >= MAX_CUBEMAPS)
4633 return r_texture_whitecube;
4635 strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
4636 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
4637 return cubemaps[i].texture;
4640 void R_Shadow_FreeCubemaps(void)
4643 for (i = 0;i < numcubemaps;i++)
4645 if (developer_loading.integer)
4646 Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
4647 if (cubemaps[i].texture)
4648 R_FreeTexture(cubemaps[i].texture);
4652 R_FreeTexturePool(&r_shadow_filters_texturepool);
4655 dlight_t *R_Shadow_NewWorldLight(void)
4657 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4660 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)
4663 // validate parameters
4664 if (style < 0 || style >= MAX_LIGHTSTYLES)
4666 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4672 // copy to light properties
4673 VectorCopy(origin, light->origin);
4674 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4675 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4676 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4678 light->color[0] = max(color[0], 0);
4679 light->color[1] = max(color[1], 0);
4680 light->color[2] = max(color[2], 0);
4682 light->color[0] = color[0];
4683 light->color[1] = color[1];
4684 light->color[2] = color[2];
4685 light->radius = max(radius, 0);
4686 light->style = style;
4687 light->shadow = shadowenable;
4688 light->corona = corona;
4689 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4690 light->coronasizescale = coronasizescale;
4691 light->ambientscale = ambientscale;
4692 light->diffusescale = diffusescale;
4693 light->specularscale = specularscale;
4694 light->flags = flags;
4696 // update renderable light data
4697 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4698 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);
4701 void R_Shadow_FreeWorldLight(dlight_t *light)
4703 if (r_shadow_selectedlight == light)
4704 r_shadow_selectedlight = NULL;
4705 R_RTLight_Uncompile(&light->rtlight);
4706 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4709 void R_Shadow_ClearWorldLights(void)
4713 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4714 for (lightindex = 0;lightindex < range;lightindex++)
4716 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4718 R_Shadow_FreeWorldLight(light);
4720 r_shadow_selectedlight = NULL;
4721 R_Shadow_FreeCubemaps();
4724 void R_Shadow_SelectLight(dlight_t *light)
4726 if (r_shadow_selectedlight)
4727 r_shadow_selectedlight->selected = false;
4728 r_shadow_selectedlight = light;
4729 if (r_shadow_selectedlight)
4730 r_shadow_selectedlight->selected = true;
4733 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4735 // this is never batched (there can be only one)
4737 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
4738 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4739 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4742 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4747 skinframe_t *skinframe;
4750 // this is never batched (due to the ent parameter changing every time)
4751 // so numsurfaces == 1 and surfacelist[0] == lightnumber
4752 const dlight_t *light = (dlight_t *)ent;
4755 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
4758 VectorScale(light->color, intensity, spritecolor);
4759 if (VectorLength(spritecolor) < 0.1732f)
4760 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4761 if (VectorLength(spritecolor) > 1.0f)
4762 VectorNormalize(spritecolor);
4764 // draw light sprite
4765 if (light->cubemapname[0] && !light->shadow)
4766 skinframe = r_editlights_sprcubemapnoshadowlight;
4767 else if (light->cubemapname[0])
4768 skinframe = r_editlights_sprcubemaplight;
4769 else if (!light->shadow)
4770 skinframe = r_editlights_sprnoshadowlight;
4772 skinframe = r_editlights_sprlight;
4774 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4775 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4777 // draw selection sprite if light is selected
4778 if (light->selected)
4780 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4781 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4782 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4786 void R_Shadow_DrawLightSprites(void)
4790 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4791 for (lightindex = 0;lightindex < range;lightindex++)
4793 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4795 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4797 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4800 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
4805 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
4806 if (lightindex >= range)
4808 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4811 rtlight = &light->rtlight;
4812 //if (!(rtlight->flags & flag))
4814 VectorCopy(rtlight->shadoworigin, origin);
4815 *radius = rtlight->radius;
4816 VectorCopy(rtlight->color, color);
4820 void R_Shadow_SelectLightInView(void)
4822 float bestrating, rating, temp[3];
4826 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4829 for (lightindex = 0;lightindex < range;lightindex++)
4831 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4834 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4835 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4838 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4839 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4841 bestrating = rating;
4846 R_Shadow_SelectLight(best);
4849 void R_Shadow_LoadWorldLights(void)
4851 int n, a, style, shadow, flags;
4852 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4853 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4854 if (cl.worldmodel == NULL)
4856 Con_Print("No map loaded.\n");
4859 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4860 strlcat (name, ".rtlights", sizeof (name));
4861 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4871 for (;COM_Parse(t, true) && strcmp(
4872 if (COM_Parse(t, true))
4874 if (com_token[0] == '!')
4877 origin[0] = atof(com_token+1);
4880 origin[0] = atof(com_token);
4885 while (*s && *s != '\n' && *s != '\r')
4891 // check for modifier flags
4898 #if _MSC_VER >= 1400
4899 #define sscanf sscanf_s
4901 cubemapname[sizeof(cubemapname)-1] = 0;
4902 #if MAX_QPATH != 128
4903 #error update this code if MAX_QPATH changes
4905 a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
4906 #if _MSC_VER >= 1400
4907 , sizeof(cubemapname)
4909 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
4912 flags = LIGHTFLAG_REALTIMEMODE;
4920 coronasizescale = 0.25f;
4922 VectorClear(angles);
4925 if (a < 9 || !strcmp(cubemapname, "\"\""))
4927 // remove quotes on cubemapname
4928 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
4931 namelen = strlen(cubemapname) - 2;
4932 memmove(cubemapname, cubemapname + 1, namelen);
4933 cubemapname[namelen] = '\0';
4937 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);
4940 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4948 Con_Printf("invalid rtlights file \"%s\"\n", name);
4949 Mem_Free(lightsstring);
4953 void R_Shadow_SaveWorldLights(void)
4957 size_t bufchars, bufmaxchars;
4959 char name[MAX_QPATH];
4960 char line[MAX_INPUTLINE];
4961 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
4962 // I hate lines which are 3 times my screen size :( --blub
4965 if (cl.worldmodel == NULL)
4967 Con_Print("No map loaded.\n");
4970 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4971 strlcat (name, ".rtlights", sizeof (name));
4972 bufchars = bufmaxchars = 0;
4974 for (lightindex = 0;lightindex < range;lightindex++)
4976 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4979 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
4980 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4981 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
4982 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
4984 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
4985 if (bufchars + strlen(line) > bufmaxchars)
4987 bufmaxchars = bufchars + strlen(line) + 2048;
4989 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
4993 memcpy(buf, oldbuf, bufchars);
4999 memcpy(buf + bufchars, line, strlen(line));
5000 bufchars += strlen(line);
5004 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5009 void R_Shadow_LoadLightsFile(void)
5012 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5013 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5014 if (cl.worldmodel == NULL)
5016 Con_Print("No map loaded.\n");
5019 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
5020 strlcat (name, ".lights", sizeof (name));
5021 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5029 while (*s && *s != '\n' && *s != '\r')
5035 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);
5039 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);
5042 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5043 radius = bound(15, radius, 4096);
5044 VectorScale(color, (2.0f / (8388608.0f)), color);
5045 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5053 Con_Printf("invalid lights file \"%s\"\n", name);
5054 Mem_Free(lightsstring);
5058 // tyrlite/hmap2 light types in the delay field
5059 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5061 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5063 int entnum, style, islight, skin, pflags, effects, type, n;
5066 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5067 char key[256], value[MAX_INPUTLINE];
5069 if (cl.worldmodel == NULL)
5071 Con_Print("No map loaded.\n");
5074 // try to load a .ent file first
5075 FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
5076 strlcat (key, ".ent", sizeof (key));
5077 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5078 // and if that is not found, fall back to the bsp file entity string
5080 data = cl.worldmodel->brush.entities;
5083 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5085 type = LIGHTTYPE_MINUSX;
5086 origin[0] = origin[1] = origin[2] = 0;
5087 originhack[0] = originhack[1] = originhack[2] = 0;
5088 angles[0] = angles[1] = angles[2] = 0;
5089 color[0] = color[1] = color[2] = 1;
5090 light[0] = light[1] = light[2] = 1;light[3] = 300;
5091 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5101 if (!COM_ParseToken_Simple(&data, false, false))
5103 if (com_token[0] == '}')
5104 break; // end of entity
5105 if (com_token[0] == '_')
5106 strlcpy(key, com_token + 1, sizeof(key));
5108 strlcpy(key, com_token, sizeof(key));
5109 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5110 key[strlen(key)-1] = 0;
5111 if (!COM_ParseToken_Simple(&data, false, false))
5113 strlcpy(value, com_token, sizeof(value));
5115 // now that we have the key pair worked out...
5116 if (!strcmp("light", key))
5118 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5122 light[0] = vec[0] * (1.0f / 256.0f);
5123 light[1] = vec[0] * (1.0f / 256.0f);
5124 light[2] = vec[0] * (1.0f / 256.0f);
5130 light[0] = vec[0] * (1.0f / 255.0f);
5131 light[1] = vec[1] * (1.0f / 255.0f);
5132 light[2] = vec[2] * (1.0f / 255.0f);
5136 else if (!strcmp("delay", key))
5138 else if (!strcmp("origin", key))
5139 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5140 else if (!strcmp("angle", key))
5141 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5142 else if (!strcmp("angles", key))
5143 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5144 else if (!strcmp("color", key))
5145 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5146 else if (!strcmp("wait", key))
5147 fadescale = atof(value);
5148 else if (!strcmp("classname", key))
5150 if (!strncmp(value, "light", 5))
5153 if (!strcmp(value, "light_fluoro"))
5158 overridecolor[0] = 1;
5159 overridecolor[1] = 1;
5160 overridecolor[2] = 1;
5162 if (!strcmp(value, "light_fluorospark"))
5167 overridecolor[0] = 1;
5168 overridecolor[1] = 1;
5169 overridecolor[2] = 1;
5171 if (!strcmp(value, "light_globe"))
5176 overridecolor[0] = 1;
5177 overridecolor[1] = 0.8;
5178 overridecolor[2] = 0.4;
5180 if (!strcmp(value, "light_flame_large_yellow"))
5185 overridecolor[0] = 1;
5186 overridecolor[1] = 0.5;
5187 overridecolor[2] = 0.1;
5189 if (!strcmp(value, "light_flame_small_yellow"))
5194 overridecolor[0] = 1;
5195 overridecolor[1] = 0.5;
5196 overridecolor[2] = 0.1;
5198 if (!strcmp(value, "light_torch_small_white"))
5203 overridecolor[0] = 1;
5204 overridecolor[1] = 0.5;
5205 overridecolor[2] = 0.1;
5207 if (!strcmp(value, "light_torch_small_walltorch"))
5212 overridecolor[0] = 1;
5213 overridecolor[1] = 0.5;
5214 overridecolor[2] = 0.1;
5218 else if (!strcmp("style", key))
5219 style = atoi(value);
5220 else if (!strcmp("skin", key))
5221 skin = (int)atof(value);
5222 else if (!strcmp("pflags", key))
5223 pflags = (int)atof(value);
5224 else if (!strcmp("effects", key))
5225 effects = (int)atof(value);
5226 else if (cl.worldmodel->type == mod_brushq3)
5228 if (!strcmp("scale", key))
5229 lightscale = atof(value);
5230 if (!strcmp("fade", key))
5231 fadescale = atof(value);
5236 if (lightscale <= 0)
5240 if (color[0] == color[1] && color[0] == color[2])
5242 color[0] *= overridecolor[0];
5243 color[1] *= overridecolor[1];
5244 color[2] *= overridecolor[2];
5246 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5247 color[0] = color[0] * light[0];
5248 color[1] = color[1] * light[1];
5249 color[2] = color[2] * light[2];
5252 case LIGHTTYPE_MINUSX:
5254 case LIGHTTYPE_RECIPX:
5256 VectorScale(color, (1.0f / 16.0f), color);
5258 case LIGHTTYPE_RECIPXX:
5260 VectorScale(color, (1.0f / 16.0f), color);
5263 case LIGHTTYPE_NONE:
5267 case LIGHTTYPE_MINUSXX:
5270 VectorAdd(origin, originhack, origin);
5272 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);
5275 Mem_Free(entfiledata);
5279 void R_Shadow_SetCursorLocationForView(void)
5282 vec3_t dest, endpos;
5284 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5285 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5286 if (trace.fraction < 1)
5288 dist = trace.fraction * r_editlights_cursordistance.value;
5289 push = r_editlights_cursorpushback.value;
5293 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5294 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5298 VectorClear( endpos );
5300 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5301 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5302 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5305 void R_Shadow_UpdateWorldLightSelection(void)
5307 if (r_editlights.integer)
5309 R_Shadow_SetCursorLocationForView();
5310 R_Shadow_SelectLightInView();
5313 R_Shadow_SelectLight(NULL);
5316 void R_Shadow_EditLights_Clear_f(void)
5318 R_Shadow_ClearWorldLights();
5321 void R_Shadow_EditLights_Reload_f(void)
5325 strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
5326 R_Shadow_ClearWorldLights();
5327 R_Shadow_LoadWorldLights();
5328 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5330 R_Shadow_LoadLightsFile();
5331 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5332 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5336 void R_Shadow_EditLights_Save_f(void)
5340 R_Shadow_SaveWorldLights();
5343 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5345 R_Shadow_ClearWorldLights();
5346 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5349 void R_Shadow_EditLights_ImportLightsFile_f(void)
5351 R_Shadow_ClearWorldLights();
5352 R_Shadow_LoadLightsFile();
5355 void R_Shadow_EditLights_Spawn_f(void)
5358 if (!r_editlights.integer)
5360 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5363 if (Cmd_Argc() != 1)
5365 Con_Print("r_editlights_spawn does not take parameters\n");
5368 color[0] = color[1] = color[2] = 1;
5369 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5372 void R_Shadow_EditLights_Edit_f(void)
5374 vec3_t origin, angles, color;
5375 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5376 int style, shadows, flags, normalmode, realtimemode;
5377 char cubemapname[MAX_INPUTLINE];
5378 if (!r_editlights.integer)
5380 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5383 if (!r_shadow_selectedlight)
5385 Con_Print("No selected light.\n");
5388 VectorCopy(r_shadow_selectedlight->origin, origin);
5389 VectorCopy(r_shadow_selectedlight->angles, angles);
5390 VectorCopy(r_shadow_selectedlight->color, color);
5391 radius = r_shadow_selectedlight->radius;
5392 style = r_shadow_selectedlight->style;
5393 if (r_shadow_selectedlight->cubemapname)
5394 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5397 shadows = r_shadow_selectedlight->shadow;
5398 corona = r_shadow_selectedlight->corona;
5399 coronasizescale = r_shadow_selectedlight->coronasizescale;
5400 ambientscale = r_shadow_selectedlight->ambientscale;
5401 diffusescale = r_shadow_selectedlight->diffusescale;
5402 specularscale = r_shadow_selectedlight->specularscale;
5403 flags = r_shadow_selectedlight->flags;
5404 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5405 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5406 if (!strcmp(Cmd_Argv(1), "origin"))
5408 if (Cmd_Argc() != 5)
5410 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5413 origin[0] = atof(Cmd_Argv(2));
5414 origin[1] = atof(Cmd_Argv(3));
5415 origin[2] = atof(Cmd_Argv(4));
5417 else if (!strcmp(Cmd_Argv(1), "originx"))
5419 if (Cmd_Argc() != 3)
5421 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5424 origin[0] = atof(Cmd_Argv(2));
5426 else if (!strcmp(Cmd_Argv(1), "originy"))
5428 if (Cmd_Argc() != 3)
5430 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5433 origin[1] = atof(Cmd_Argv(2));
5435 else if (!strcmp(Cmd_Argv(1), "originz"))
5437 if (Cmd_Argc() != 3)
5439 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5442 origin[2] = atof(Cmd_Argv(2));
5444 else if (!strcmp(Cmd_Argv(1), "move"))
5446 if (Cmd_Argc() != 5)
5448 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5451 origin[0] += atof(Cmd_Argv(2));
5452 origin[1] += atof(Cmd_Argv(3));
5453 origin[2] += atof(Cmd_Argv(4));
5455 else if (!strcmp(Cmd_Argv(1), "movex"))
5457 if (Cmd_Argc() != 3)
5459 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5462 origin[0] += atof(Cmd_Argv(2));
5464 else if (!strcmp(Cmd_Argv(1), "movey"))
5466 if (Cmd_Argc() != 3)
5468 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5471 origin[1] += atof(Cmd_Argv(2));
5473 else if (!strcmp(Cmd_Argv(1), "movez"))
5475 if (Cmd_Argc() != 3)
5477 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5480 origin[2] += atof(Cmd_Argv(2));
5482 else if (!strcmp(Cmd_Argv(1), "angles"))
5484 if (Cmd_Argc() != 5)
5486 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5489 angles[0] = atof(Cmd_Argv(2));
5490 angles[1] = atof(Cmd_Argv(3));
5491 angles[2] = atof(Cmd_Argv(4));
5493 else if (!strcmp(Cmd_Argv(1), "anglesx"))
5495 if (Cmd_Argc() != 3)
5497 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5500 angles[0] = atof(Cmd_Argv(2));
5502 else if (!strcmp(Cmd_Argv(1), "anglesy"))
5504 if (Cmd_Argc() != 3)
5506 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5509 angles[1] = atof(Cmd_Argv(2));
5511 else if (!strcmp(Cmd_Argv(1), "anglesz"))
5513 if (Cmd_Argc() != 3)
5515 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5518 angles[2] = atof(Cmd_Argv(2));
5520 else if (!strcmp(Cmd_Argv(1), "color"))
5522 if (Cmd_Argc() != 5)
5524 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5527 color[0] = atof(Cmd_Argv(2));
5528 color[1] = atof(Cmd_Argv(3));
5529 color[2] = atof(Cmd_Argv(4));
5531 else if (!strcmp(Cmd_Argv(1), "radius"))
5533 if (Cmd_Argc() != 3)
5535 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5538 radius = atof(Cmd_Argv(2));
5540 else if (!strcmp(Cmd_Argv(1), "colorscale"))
5542 if (Cmd_Argc() == 3)
5544 double scale = atof(Cmd_Argv(2));
5551 if (Cmd_Argc() != 5)
5553 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
5556 color[0] *= atof(Cmd_Argv(2));
5557 color[1] *= atof(Cmd_Argv(3));
5558 color[2] *= atof(Cmd_Argv(4));
5561 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5563 if (Cmd_Argc() != 3)
5565 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5568 radius *= atof(Cmd_Argv(2));
5570 else if (!strcmp(Cmd_Argv(1), "style"))
5572 if (Cmd_Argc() != 3)
5574 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5577 style = atoi(Cmd_Argv(2));
5579 else if (!strcmp(Cmd_Argv(1), "cubemap"))
5583 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5586 if (Cmd_Argc() == 3)
5587 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5591 else if (!strcmp(Cmd_Argv(1), "shadows"))
5593 if (Cmd_Argc() != 3)
5595 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5598 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5600 else if (!strcmp(Cmd_Argv(1), "corona"))
5602 if (Cmd_Argc() != 3)
5604 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5607 corona = atof(Cmd_Argv(2));
5609 else if (!strcmp(Cmd_Argv(1), "coronasize"))
5611 if (Cmd_Argc() != 3)
5613 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5616 coronasizescale = atof(Cmd_Argv(2));
5618 else if (!strcmp(Cmd_Argv(1), "ambient"))
5620 if (Cmd_Argc() != 3)
5622 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5625 ambientscale = atof(Cmd_Argv(2));
5627 else if (!strcmp(Cmd_Argv(1), "diffuse"))
5629 if (Cmd_Argc() != 3)
5631 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5634 diffusescale = atof(Cmd_Argv(2));
5636 else if (!strcmp(Cmd_Argv(1), "specular"))
5638 if (Cmd_Argc() != 3)
5640 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5643 specularscale = atof(Cmd_Argv(2));
5645 else if (!strcmp(Cmd_Argv(1), "normalmode"))
5647 if (Cmd_Argc() != 3)
5649 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5652 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5654 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5656 if (Cmd_Argc() != 3)
5658 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5661 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5665 Con_Print("usage: r_editlights_edit [property] [value]\n");
5666 Con_Print("Selected light's properties:\n");
5667 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5668 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5669 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5670 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
5671 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
5672 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
5673 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5674 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
5675 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
5676 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
5677 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
5678 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
5679 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5680 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5683 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5684 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5687 void R_Shadow_EditLights_EditAll_f(void)
5693 if (!r_editlights.integer)
5695 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5699 // EditLights doesn't seem to have a "remove" command or something so:
5700 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5701 for (lightindex = 0;lightindex < range;lightindex++)
5703 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5706 R_Shadow_SelectLight(light);
5707 R_Shadow_EditLights_Edit_f();
5711 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5713 int lightnumber, lightcount;
5714 size_t lightindex, range;
5718 if (!r_editlights.integer)
5720 x = vid_conwidth.value - 240;
5722 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5725 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5726 for (lightindex = 0;lightindex < range;lightindex++)
5728 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5731 if (light == r_shadow_selectedlight)
5732 lightnumber = lightindex;
5735 dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
5736 dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
5738 if (r_shadow_selectedlight == NULL)
5740 dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5741 dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5742 dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5743 dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5744 dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5745 dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5746 dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5747 dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5748 dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5749 dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5750 dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5751 dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5752 dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5753 dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5754 dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
5757 void R_Shadow_EditLights_ToggleShadow_f(void)
5759 if (!r_editlights.integer)
5761 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5764 if (!r_shadow_selectedlight)
5766 Con_Print("No selected light.\n");
5769 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);
5772 void R_Shadow_EditLights_ToggleCorona_f(void)
5774 if (!r_editlights.integer)
5776 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5779 if (!r_shadow_selectedlight)
5781 Con_Print("No selected light.\n");
5784 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);
5787 void R_Shadow_EditLights_Remove_f(void)
5789 if (!r_editlights.integer)
5791 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
5794 if (!r_shadow_selectedlight)
5796 Con_Print("No selected light.\n");
5799 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5800 r_shadow_selectedlight = NULL;
5803 void R_Shadow_EditLights_Help_f(void)
5806 "Documentation on r_editlights system:\n"
5808 "r_editlights : enable/disable editing mode\n"
5809 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5810 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5811 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5812 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5813 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5815 "r_editlights_help : this help\n"
5816 "r_editlights_clear : remove all lights\n"
5817 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5818 "r_editlights_save : save to .rtlights file\n"
5819 "r_editlights_spawn : create a light with default settings\n"
5820 "r_editlights_edit command : edit selected light - more documentation below\n"
5821 "r_editlights_remove : remove selected light\n"
5822 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5823 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5824 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5826 "origin x y z : set light location\n"
5827 "originx x: set x component of light location\n"
5828 "originy y: set y component of light location\n"
5829 "originz z: set z component of light location\n"
5830 "move x y z : adjust light location\n"
5831 "movex x: adjust x component of light location\n"
5832 "movey y: adjust y component of light location\n"
5833 "movez z: adjust z component of light location\n"
5834 "angles x y z : set light angles\n"
5835 "anglesx x: set x component of light angles\n"
5836 "anglesy y: set y component of light angles\n"
5837 "anglesz z: set z component of light angles\n"
5838 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5839 "radius radius : set radius (size) of light\n"
5840 "colorscale grey : multiply color of light (1 does nothing)\n"
5841 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5842 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5843 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5844 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5845 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5846 "shadows 1/0 : turn on/off shadows\n"
5847 "corona n : set corona intensity\n"
5848 "coronasize n : set corona size (0-1)\n"
5849 "ambient n : set ambient intensity (0-1)\n"
5850 "diffuse n : set diffuse intensity (0-1)\n"
5851 "specular n : set specular intensity (0-1)\n"
5852 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
5853 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
5854 "<nothing> : print light properties to console\n"
5858 void R_Shadow_EditLights_CopyInfo_f(void)
5860 if (!r_editlights.integer)
5862 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
5865 if (!r_shadow_selectedlight)
5867 Con_Print("No selected light.\n");
5870 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
5871 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
5872 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
5873 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
5874 if (r_shadow_selectedlight->cubemapname)
5875 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
5877 r_shadow_bufferlight.cubemapname[0] = 0;
5878 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
5879 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
5880 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
5881 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
5882 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
5883 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
5884 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
5887 void R_Shadow_EditLights_PasteInfo_f(void)
5889 if (!r_editlights.integer)
5891 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
5894 if (!r_shadow_selectedlight)
5896 Con_Print("No selected light.\n");
5899 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);
5902 void R_Shadow_EditLights_Init(void)
5904 Cvar_RegisterVariable(&r_editlights);
5905 Cvar_RegisterVariable(&r_editlights_cursordistance);
5906 Cvar_RegisterVariable(&r_editlights_cursorpushback);
5907 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
5908 Cvar_RegisterVariable(&r_editlights_cursorgrid);
5909 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
5910 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
5911 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
5912 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)");
5913 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
5914 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
5915 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
5916 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)");
5917 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
5918 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
5919 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
5920 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
5921 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
5922 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
5923 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)");
5929 =============================================================================
5933 =============================================================================
5936 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
5938 VectorClear(diffusecolor);
5939 VectorClear(diffusenormal);
5941 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
5943 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
5944 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
5947 VectorSet(ambientcolor, 1, 1, 1);
5954 for (i = 0;i < r_refdef.scene.numlights;i++)
5956 light = r_refdef.scene.lights[i];
5957 Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
5958 f = 1 - VectorLength2(v);
5959 if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
5960 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);