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 rendered using Carmack's Reverse technique, in which backfaces behind
11 zbuffer (zfail) increment the stencil, and frontfaces behind zbuffer (zfail)
12 decrement the stencil, the result is a stencil value of zero where shadows
13 did not intersect the visible geometry, suitable as a stencil mask for
14 rendering lighting everywhere but shadow.
16 In our case we use a biased stencil clear of 128 to avoid requiring the
17 stencil wrap extension (but probably should support it), and to address
18 Creative's patent on this sort of technology we also draw the frontfaces
19 first, and backfaces second (decrement, increment).
22 This algorithm may be covered by Creative's patent (US Patent #6384822)
23 on Carmack's Reverse paper (which I have not read), however that patent
24 seems to be about drawing a stencil shadow from a model in an otherwise
25 unshadowed scene, where as realtime lighting technology draws light where
30 Terminology: Stencil Light Volume (sometimes called Light Volumes)
31 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
32 areas in shadow it contanis the areas in light, this can only be built
33 quickly for certain limited cases (such as portal visibility from a point),
34 but is quite useful for some effects (sunlight coming from sky polygons is
35 one possible example, translucent occluders is another example).
39 Terminology: Optimized Stencil Shadow Volume
40 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
41 no duplicate coverage of areas (no need to shadow an area twice), often this
42 greatly improves performance but is an operation too costly to use on moving
43 lights (however completely optimal Stencil Light Volumes can be constructed
48 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
49 Per pixel evaluation of lighting equations, at a bare minimum this involves
50 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
51 vector and surface normal, using a texture of the surface bumps, called a
52 NormalMap) if supported by hardware; in our case there is support for cards
53 which are incapable of DOT3, the quality is quite poor however. Additionally
54 it is desirable to have specular evaluation per pixel, per vertex
55 normalization of specular halfangle vectors causes noticable distortion but
56 is unavoidable on hardware without GL_ARB_fragment_program.
60 Terminology: Normalization CubeMap
61 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
62 encoded as RGB colors) for any possible direction, this technique allows per
63 pixel calculation of incidence vector for per pixel lighting purposes, which
64 would not otherwise be possible per pixel without GL_ARB_fragment_program.
68 Terminology: 2D Attenuation Texturing
69 A very crude approximation of light attenuation with distance which results
70 in cylindrical light shapes which fade vertically as a streak (some games
71 such as Doom3 allow this to be rotated to be less noticable in specific
72 cases), the technique is simply modulating lighting by two 2D textures (which
73 can be the same) on different axes of projection (XY and Z, typically), this
74 is the best technique available without 3D Attenuation Texturing or
75 GL_ARB_fragment_program technology.
79 Terminology: 3D Attenuation Texturing
80 A slightly crude approximation of light attenuation with distance, its flaws
81 are limited radius and resolution (performance tradeoffs).
85 Terminology: 3D Attenuation-Normalization Texturing
86 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
87 vectors shorter the lighting becomes darker, a very effective optimization of
88 diffuse lighting if 3D Attenuation Textures are already used.
92 Terminology: Light Cubemap Filtering
93 A technique for modeling non-uniform light distribution according to
94 direction, for example projecting a stained glass window image onto a wall,
95 this is done by texturing the lighting with a cubemap.
99 Terminology: Light Projection Filtering
100 A technique for modeling shadowing of light passing through translucent
101 surfaces, allowing stained glass windows and other effects to be done more
102 elegantly than possible with Light Cubemap Filtering by applying an occluder
103 texture to the lighting combined with a stencil light volume to limit the lit
104 area (this allows evaluating multiple translucent occluders in a scene).
108 Terminology: Doom3 Lighting
109 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
110 CubeMap, 2D Attenuation Texturing, and Light Filtering, as demonstrated by
111 the (currently upcoming) game Doom3.
114 #include "quakedef.h"
115 #include "r_shadow.h"
116 #include "cl_collision.h"
120 extern void R_Shadow_EditLights_Init(void);
122 #define SHADOWSTAGE_NONE 0
123 #define SHADOWSTAGE_STENCIL 1
124 #define SHADOWSTAGE_LIGHT 2
125 #define SHADOWSTAGE_ERASESTENCIL 3
127 int r_shadowstage = SHADOWSTAGE_NONE;
128 int r_shadow_reloadlights = false;
130 mempool_t *r_shadow_mempool;
132 int maxshadowelements;
146 rtexturepool_t *r_shadow_texturepool;
147 rtexture_t *r_shadow_normalcubetexture;
148 rtexture_t *r_shadow_attenuation2dtexture;
149 rtexture_t *r_shadow_attenuation3dtexture;
150 rtexture_t *r_shadow_blankbumptexture;
151 rtexture_t *r_shadow_blankglosstexture;
152 rtexture_t *r_shadow_blankwhitetexture;
154 // used only for light filters (cubemaps)
155 rtexturepool_t *r_shadow_filters_texturepool;
157 cvar_t r_shadow_realtime_world_lightmaps = {0, "r_shadow_realtime_world_lightmaps", "0"};
158 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
159 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
160 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
161 cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"};
162 cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "0"};
163 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
164 cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
165 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
166 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
167 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
168 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
169 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
170 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
171 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0"};
172 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1"};
173 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
174 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "10000"};
175 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
176 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
177 cvar_t r_shadow_worldshadows = {0, "r_shadow_worldshadows", "1"};
178 cvar_t r_shadow_dlightshadows = {CVAR_SAVE, "r_shadow_dlightshadows", "1"};
179 cvar_t r_shadow_showtris = {0, "r_shadow_showtris", "0"};
180 cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
181 cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
183 int c_rt_lights, c_rt_clears, c_rt_scissored;
184 int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
185 int c_rtcached_shadowmeshes, c_rtcached_shadowtris;
187 void R_Shadow_ClearWorldLights(void);
188 void R_Shadow_SaveWorldLights(void);
189 void R_Shadow_LoadWorldLights(void);
190 void R_Shadow_LoadLightsFile(void);
191 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
193 void r_shadow_start(void)
195 // allocate vertex processing arrays
196 r_shadow_mempool = Mem_AllocPool("R_Shadow");
197 maxshadowelements = 0;
198 shadowelements = NULL;
206 shadowmarklist = NULL;
208 r_shadow_normalcubetexture = NULL;
209 r_shadow_attenuation2dtexture = NULL;
210 r_shadow_attenuation3dtexture = NULL;
211 r_shadow_blankbumptexture = NULL;
212 r_shadow_blankglosstexture = NULL;
213 r_shadow_blankwhitetexture = NULL;
214 r_shadow_texturepool = NULL;
215 r_shadow_filters_texturepool = NULL;
216 R_Shadow_ClearWorldLights();
217 r_shadow_reloadlights = true;
220 void r_shadow_shutdown(void)
222 R_Shadow_ClearWorldLights();
223 r_shadow_reloadlights = true;
224 r_shadow_normalcubetexture = NULL;
225 r_shadow_attenuation2dtexture = NULL;
226 r_shadow_attenuation3dtexture = NULL;
227 r_shadow_blankbumptexture = NULL;
228 r_shadow_blankglosstexture = NULL;
229 r_shadow_blankwhitetexture = NULL;
230 R_FreeTexturePool(&r_shadow_texturepool);
231 R_FreeTexturePool(&r_shadow_filters_texturepool);
232 maxshadowelements = 0;
233 shadowelements = NULL;
241 shadowmarklist = NULL;
243 Mem_FreePool(&r_shadow_mempool);
246 void r_shadow_newmap(void)
248 R_Shadow_ClearWorldLights();
249 r_shadow_reloadlights = true;
252 void R_Shadow_Help_f(void)
255 "Documentation on r_shadow system:\n"
257 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
258 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
259 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
260 "r_shadow_realtime_world : use realtime world light rendering\n"
261 "r_shadow_realtime_dlight : use high quality dlight rendering\n"
262 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to rtlights\n"
263 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
264 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
265 "r_shadow_glossintensity : brightness of textured gloss\n"
266 "r_shadow_gloss2intensity : brightness of forced gloss\n"
267 "r_shadow_debuglight : render only this light number (-1 = all)\n"
268 "r_shadow_scissor : use scissor optimization\n"
269 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
270 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
271 "r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
272 "r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
273 "r_shadow_portallight : use portal visibility for static light precomputation\n"
274 "r_shadow_projectdistance : shadow volume projection distance\n"
275 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
276 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
277 "r_shadow_worldshadows : enable world shadows\n"
278 "r_shadow_dlightshadows : enable dlight shadows\n"
280 "r_shadow_help : this help\n"
284 void R_Shadow_Init(void)
286 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
287 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
288 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
289 Cvar_RegisterVariable(&r_shadow_realtime_world);
290 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
291 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
292 Cvar_RegisterVariable(&r_shadow_visiblevolumes);
293 Cvar_RegisterVariable(&r_shadow_gloss);
294 Cvar_RegisterVariable(&r_shadow_glossintensity);
295 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
296 Cvar_RegisterVariable(&r_shadow_debuglight);
297 Cvar_RegisterVariable(&r_shadow_scissor);
298 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
299 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
300 Cvar_RegisterVariable(&r_shadow_polygonfactor);
301 Cvar_RegisterVariable(&r_shadow_polygonoffset);
302 Cvar_RegisterVariable(&r_shadow_portallight);
303 Cvar_RegisterVariable(&r_shadow_projectdistance);
304 Cvar_RegisterVariable(&r_shadow_texture3d);
305 Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
306 Cvar_RegisterVariable(&r_shadow_worldshadows);
307 Cvar_RegisterVariable(&r_shadow_dlightshadows);
308 Cvar_RegisterVariable(&r_shadow_showtris);
309 Cvar_RegisterVariable(&r_shadow_staticworldlights);
310 Cvar_RegisterVariable(&r_shadow_cull);
311 if (gamemode == GAME_TENEBRAE)
313 Cvar_SetValue("r_shadow_gloss", 2);
314 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
316 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
317 R_Shadow_EditLights_Init();
318 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
321 matrix4x4_t matrix_attenuationxyz =
324 {0.5, 0.0, 0.0, 0.5},
325 {0.0, 0.5, 0.0, 0.5},
326 {0.0, 0.0, 0.5, 0.5},
331 matrix4x4_t matrix_attenuationz =
334 {0.0, 0.0, 0.5, 0.5},
335 {0.0, 0.0, 0.0, 0.0},
336 {0.0, 0.0, 0.0, 0.0},
341 int *R_Shadow_ResizeShadowElements(int numtris)
343 // make sure shadowelements is big enough for this volume
344 if (maxshadowelements < numtris * 24)
346 maxshadowelements = numtris * 24;
348 Mem_Free(shadowelements);
349 shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
351 return shadowelements;
354 void R_Shadow_PrepareShadowMark(int numtris)
356 // make sure shadowmark is big enough for this volume
357 if (maxshadowmark < numtris)
359 maxshadowmark = numtris;
361 Mem_Free(shadowmark);
363 Mem_Free(shadowmarklist);
364 shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
365 shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
369 // if shadowmarkcount wrapped we clear the array and adjust accordingly
370 if (shadowmarkcount == 0)
373 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
378 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
380 int i, j, tris = 0, vr[3], t, outvertices = 0;
384 if (maxvertexupdate < innumvertices)
386 maxvertexupdate = innumvertices;
388 Mem_Free(vertexupdate);
390 Mem_Free(vertexremap);
391 vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
392 vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
396 if (vertexupdatenum == 0)
399 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
400 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
403 for (i = 0;i < numshadowmarktris;i++)
405 t = shadowmarktris[i];
406 shadowmark[t] = shadowmarkcount;
407 e = inelement3i + t * 3;
408 // make sure the vertices are created
409 for (j = 0;j < 3;j++)
411 if (vertexupdate[e[j]] != vertexupdatenum)
413 vertexupdate[e[j]] = vertexupdatenum;
414 vertexremap[e[j]] = outvertices;
415 VectorSubtract(invertex3f + e[j] * 3, projectorigin, temp);
416 f = projectdistance / VectorLength(temp);
417 VectorCopy(invertex3f + e[j] * 3, outvertex3f);
418 VectorMA(projectorigin, f, temp, (outvertex3f + 3));
423 // output the front and back triangles
424 outelement3i[0] = vertexremap[e[0]];
425 outelement3i[1] = vertexremap[e[1]];
426 outelement3i[2] = vertexremap[e[2]];
427 outelement3i[3] = vertexremap[e[2]] + 1;
428 outelement3i[4] = vertexremap[e[1]] + 1;
429 outelement3i[5] = vertexremap[e[0]] + 1;
434 for (i = 0;i < numshadowmarktris;i++)
436 t = shadowmarktris[i];
437 e = inelement3i + t * 3;
438 n = inneighbor3i + t * 3;
439 // output the sides (facing outward from this triangle)
440 if (shadowmark[n[0]] != shadowmarkcount)
442 vr[0] = vertexremap[e[0]];
443 vr[1] = vertexremap[e[1]];
444 outelement3i[0] = vr[1];
445 outelement3i[1] = vr[0];
446 outelement3i[2] = vr[0] + 1;
447 outelement3i[3] = vr[1];
448 outelement3i[4] = vr[0] + 1;
449 outelement3i[5] = vr[1] + 1;
453 if (shadowmark[n[1]] != shadowmarkcount)
455 vr[1] = vertexremap[e[1]];
456 vr[2] = vertexremap[e[2]];
457 outelement3i[0] = vr[2];
458 outelement3i[1] = vr[1];
459 outelement3i[2] = vr[1] + 1;
460 outelement3i[3] = vr[2];
461 outelement3i[4] = vr[1] + 1;
462 outelement3i[5] = vr[2] + 1;
466 if (shadowmark[n[2]] != shadowmarkcount)
468 vr[0] = vertexremap[e[0]];
469 vr[2] = vertexremap[e[2]];
470 outelement3i[0] = vr[0];
471 outelement3i[1] = vr[2];
472 outelement3i[2] = vr[2] + 1;
473 outelement3i[3] = vr[0];
474 outelement3i[4] = vr[2] + 1;
475 outelement3i[5] = vr[0] + 1;
481 *outnumvertices = outvertices;
485 float varray_vertex3f2[65536*3];
487 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
490 if (projectdistance < 0.1)
492 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
495 if (!numverts || !nummarktris)
497 // make sure shadowelements is big enough for this volume
498 if (maxshadowelements < nummarktris * 24)
499 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
500 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
501 R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
504 void R_Shadow_VolumeFromBox(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, const vec3_t mins, const vec3_t maxs)
509 // check which triangles are facing the , and then output
510 // triangle elements and vertices... by clever use of elements we
511 // can construct the whole shadow from the unprojected vertices and
512 // the projected vertices
514 // identify lit faces within the bounding box
515 R_Shadow_PrepareShadowMark(numtris);
516 for (i = 0;i < numtris;i++)
518 v[0] = invertex3f + elements[i*3+0] * 3;
519 v[1] = invertex3f + elements[i*3+1] * 3;
520 v[2] = invertex3f + elements[i*3+2] * 3;
521 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]) && maxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && mins[0] < max(v[0][0], max(v[1][0], v[2][0])) && maxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && mins[1] < max(v[0][1], max(v[1][1], v[2][1])) && maxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && mins[2] < max(v[0][2], max(v[1][2], v[2][2])))
522 shadowmarklist[numshadowmark++] = i;
524 R_Shadow_VolumeFromList(numverts, numtris, invertex3f, elements, neighbors, projectorigin, projectdistance, numshadowmark, shadowmarklist);
527 void R_Shadow_VolumeFromSphere(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, float radius)
530 mins[0] = projectorigin[0] - radius;
531 mins[1] = projectorigin[1] - radius;
532 mins[2] = projectorigin[2] - radius;
533 maxs[0] = projectorigin[0] + radius;
534 maxs[1] = projectorigin[1] + radius;
535 maxs[2] = projectorigin[2] + radius;
536 R_Shadow_VolumeFromBox(numverts, numtris, invertex3f, elements, neighbors, projectorigin, projectdistance, mins, maxs);
539 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
541 GL_VertexPointer(vertex3f);
542 if (r_shadowstage == SHADOWSTAGE_STENCIL)
544 // decrement stencil if frontface is behind depthbuffer
545 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
546 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
547 R_Mesh_Draw(numvertices, numtriangles, element3i);
549 c_rt_shadowtris += numtriangles;
550 // increment stencil if backface is behind depthbuffer
551 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
552 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
554 R_Mesh_Draw(numvertices, numtriangles, element3i);
556 c_rt_shadowtris += numtriangles;
559 void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
562 if (r_shadowstage == SHADOWSTAGE_STENCIL)
564 // decrement stencil if frontface is behind depthbuffer
565 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
566 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
567 for (mesh = firstmesh;mesh;mesh = mesh->next)
569 GL_VertexPointer(mesh->vertex3f);
570 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
571 c_rtcached_shadowmeshes++;
572 c_rtcached_shadowtris += mesh->numtriangles;
574 // increment stencil if backface is behind depthbuffer
575 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
576 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
578 for (mesh = firstmesh;mesh;mesh = mesh->next)
580 GL_VertexPointer(mesh->vertex3f);
581 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
582 c_rtcached_shadowmeshes++;
583 c_rtcached_shadowtris += mesh->numtriangles;
587 float r_shadow_attenpower, r_shadow_attenscale;
588 static void R_Shadow_MakeTextures(void)
590 int x, y, z, d, side;
591 float v[3], s, t, intensity;
593 R_FreeTexturePool(&r_shadow_texturepool);
594 r_shadow_texturepool = R_AllocTexturePool();
595 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
596 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
598 #define ATTEN2DSIZE 64
599 #define ATTEN3DSIZE 32
600 data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)));
605 r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
610 r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
615 r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
616 if (gl_texturecubemap)
618 for (side = 0;side < 6;side++)
620 for (y = 0;y < NORMSIZE;y++)
622 for (x = 0;x < NORMSIZE;x++)
624 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
625 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
659 intensity = 127.0f / sqrt(DotProduct(v, v));
660 data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0];
661 data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1];
662 data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2];
663 data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255;
667 r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
670 r_shadow_normalcubetexture = NULL;
671 for (y = 0;y < ATTEN2DSIZE;y++)
673 for (x = 0;x < ATTEN2DSIZE;x++)
675 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
676 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
678 intensity = 1.0f - sqrt(DotProduct(v, v));
680 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
681 d = bound(0, intensity, 255);
682 data[(y*ATTEN2DSIZE+x)*4+0] = d;
683 data[(y*ATTEN2DSIZE+x)*4+1] = d;
684 data[(y*ATTEN2DSIZE+x)*4+2] = d;
685 data[(y*ATTEN2DSIZE+x)*4+3] = d;
688 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
689 if (r_shadow_texture3d.integer)
691 for (z = 0;z < ATTEN3DSIZE;z++)
693 for (y = 0;y < ATTEN3DSIZE;y++)
695 for (x = 0;x < ATTEN3DSIZE;x++)
697 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
698 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
699 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
700 intensity = 1.0f - sqrt(DotProduct(v, v));
702 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
703 d = bound(0, intensity, 255);
704 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
705 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
706 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
707 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
711 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
716 void R_Shadow_Stage_Begin(void)
720 if (r_shadow_texture3d.integer && !gl_texture3d)
721 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
723 if (!r_shadow_attenuation2dtexture
724 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
725 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
726 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
727 R_Shadow_MakeTextures();
729 memset(&m, 0, sizeof(m));
730 GL_BlendFunc(GL_ONE, GL_ZERO);
733 R_Mesh_State_Texture(&m);
734 GL_Color(0, 0, 0, 1);
735 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
736 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
737 r_shadowstage = SHADOWSTAGE_NONE;
739 c_rt_lights = c_rt_clears = c_rt_scissored = 0;
740 c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
741 c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
744 void R_Shadow_LoadWorldLightsIfNeeded(void)
746 if (r_shadow_reloadlights && cl.worldmodel)
748 R_Shadow_ClearWorldLights();
749 r_shadow_reloadlights = false;
750 R_Shadow_LoadWorldLights();
751 if (r_shadow_worldlightchain == NULL)
753 R_Shadow_LoadLightsFile();
754 if (r_shadow_worldlightchain == NULL)
755 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
760 void R_Shadow_Stage_ShadowVolumes(void)
763 memset(&m, 0, sizeof(m));
764 R_Mesh_State_Texture(&m);
765 GL_Color(1, 1, 1, 1);
766 qglColorMask(0, 0, 0, 0);
767 GL_BlendFunc(GL_ONE, GL_ZERO);
770 qglPolygonOffset(r_shadow_polygonfactor.value, r_shadow_polygonoffset.value);
771 //if (r_shadow_polygonoffset.value != 0)
773 // qglPolygonOffset(r_shadow_polygonfactor.value, r_shadow_polygonoffset.value);
774 // qglEnable(GL_POLYGON_OFFSET_FILL);
777 // qglDisable(GL_POLYGON_OFFSET_FILL);
778 qglDepthFunc(GL_LESS);
779 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
780 qglEnable(GL_STENCIL_TEST);
781 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
782 qglStencilFunc(GL_ALWAYS, 128, 0xFF);
783 r_shadowstage = SHADOWSTAGE_STENCIL;
784 qglClear(GL_STENCIL_BUFFER_BIT);
786 // LordHavoc note: many shadow volumes reside entirely inside the world
787 // (that is to say they are entirely bounded by their lit surfaces),
788 // which can be optimized by handling things as an inverted light volume,
789 // with the shadow boundaries of the world being simulated by an altered
790 // (129) bias to stencil clearing on such lights
791 // FIXME: generate inverted light volumes for use as shadow volumes and
792 // optimize for them as noted above
795 void R_Shadow_Stage_LightWithoutShadows(void)
798 memset(&m, 0, sizeof(m));
799 R_Mesh_State_Texture(&m);
800 GL_BlendFunc(GL_ONE, GL_ONE);
803 qglPolygonOffset(0, 0);
804 //qglDisable(GL_POLYGON_OFFSET_FILL);
805 GL_Color(1, 1, 1, 1);
806 qglColorMask(1, 1, 1, 1);
807 qglDepthFunc(GL_EQUAL);
808 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
809 qglDisable(GL_STENCIL_TEST);
810 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
811 qglStencilFunc(GL_EQUAL, 128, 0xFF);
812 r_shadowstage = SHADOWSTAGE_LIGHT;
816 void R_Shadow_Stage_LightWithShadows(void)
819 memset(&m, 0, sizeof(m));
820 R_Mesh_State_Texture(&m);
821 GL_BlendFunc(GL_ONE, GL_ONE);
824 qglPolygonOffset(0, 0);
825 //qglDisable(GL_POLYGON_OFFSET_FILL);
826 GL_Color(1, 1, 1, 1);
827 qglColorMask(1, 1, 1, 1);
828 qglDepthFunc(GL_EQUAL);
829 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
830 qglEnable(GL_STENCIL_TEST);
831 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
832 // only draw light where this geometry was already rendered AND the
833 // stencil is 128 (values other than this mean shadow)
834 qglStencilFunc(GL_EQUAL, 128, 0xFF);
835 r_shadowstage = SHADOWSTAGE_LIGHT;
839 void R_Shadow_Stage_End(void)
842 memset(&m, 0, sizeof(m));
843 R_Mesh_State_Texture(&m);
844 GL_BlendFunc(GL_ONE, GL_ZERO);
847 qglPolygonOffset(0, 0);
848 //qglDisable(GL_POLYGON_OFFSET_FILL);
849 GL_Color(1, 1, 1, 1);
850 qglColorMask(1, 1, 1, 1);
851 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
852 qglDepthFunc(GL_LEQUAL);
853 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
854 qglDisable(GL_STENCIL_TEST);
855 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
856 qglStencilFunc(GL_ALWAYS, 128, 0xFF);
857 r_shadowstage = SHADOWSTAGE_NONE;
860 int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
862 int i, ix1, iy1, ix2, iy2;
863 float x1, y1, x2, y2, x, y, f;
866 if (!r_shadow_scissor.integer)
868 // if view is inside the box, just say yes it's visible
869 // LordHavoc: for some odd reason scissor seems broken without stencil
870 // (?!? seems like a driver bug) so abort if gl_stencil is false
871 if (!gl_stencil || BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
873 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
876 for (i = 0;i < 3;i++)
878 if (r_viewforward[i] >= 0)
889 f = DotProduct(r_viewforward, r_vieworigin) + 1;
890 if (DotProduct(r_viewforward, v2) <= f)
892 // entirely behind nearclip plane
895 if (DotProduct(r_viewforward, v) >= f)
897 // entirely infront of nearclip plane
898 x1 = y1 = x2 = y2 = 0;
899 for (i = 0;i < 8;i++)
901 v[0] = (i & 1) ? mins[0] : maxs[0];
902 v[1] = (i & 2) ? mins[1] : maxs[1];
903 v[2] = (i & 4) ? mins[2] : maxs[2];
905 GL_TransformToScreen(v, v2);
906 //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]);
925 // clipped by nearclip plane
926 // this is nasty and crude...
927 // create viewspace bbox
928 for (i = 0;i < 8;i++)
930 v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_vieworigin[0];
931 v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_vieworigin[1];
932 v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_vieworigin[2];
933 v2[0] = -DotProduct(v, r_viewleft);
934 v2[1] = DotProduct(v, r_viewup);
935 v2[2] = DotProduct(v, r_viewforward);
938 if (smins[0] > v2[0]) smins[0] = v2[0];
939 if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
940 if (smins[1] > v2[1]) smins[1] = v2[1];
941 if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
942 if (smins[2] > v2[2]) smins[2] = v2[2];
943 if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
947 smins[0] = smaxs[0] = v2[0];
948 smins[1] = smaxs[1] = v2[1];
949 smins[2] = smaxs[2] = v2[2];
952 // now we have a bbox in viewspace
953 // clip it to the view plane
956 // return true if that culled the box
957 if (smins[2] >= smaxs[2])
959 // ok some of it is infront of the view, transform each corner back to
960 // worldspace and then to screenspace and make screen rect
961 // initialize these variables just to avoid compiler warnings
962 x1 = y1 = x2 = y2 = 0;
963 for (i = 0;i < 8;i++)
965 v2[0] = (i & 1) ? smins[0] : smaxs[0];
966 v2[1] = (i & 2) ? smins[1] : smaxs[1];
967 v2[2] = (i & 4) ? smins[2] : smaxs[2];
968 v[0] = v2[0] * -r_viewleft[0] + v2[1] * r_viewup[0] + v2[2] * r_viewforward[0] + r_vieworigin[0];
969 v[1] = v2[0] * -r_viewleft[1] + v2[1] * r_viewup[1] + v2[2] * r_viewforward[1] + r_vieworigin[1];
970 v[2] = v2[0] * -r_viewleft[2] + v2[1] * r_viewup[2] + v2[2] * r_viewforward[2] + r_vieworigin[2];
972 GL_TransformToScreen(v, v2);
973 //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]);
990 // this code doesn't handle boxes with any points behind view properly
991 x1 = 1000;x2 = -1000;
992 y1 = 1000;y2 = -1000;
993 for (i = 0;i < 8;i++)
995 v[0] = (i & 1) ? mins[0] : maxs[0];
996 v[1] = (i & 2) ? mins[1] : maxs[1];
997 v[2] = (i & 4) ? mins[2] : maxs[2];
999 GL_TransformToScreen(v, v2);
1000 //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]);
1018 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1019 if (ix1 < r_view_x) ix1 = r_view_x;
1020 if (iy1 < r_view_y) iy1 = r_view_y;
1021 if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1022 if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1023 if (ix2 <= ix1 || iy2 <= iy1)
1025 // set up the scissor rectangle
1026 GL_Scissor(ix1, vid.realheight - iy2, ix2 - ix1, iy2 - iy1);
1027 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1028 //qglEnable(GL_SCISSOR_TEST);
1033 void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
1035 float *color4f = varray_color4f;
1036 float dist, dot, intensity, v[3], n[3];
1037 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1039 Matrix4x4_Transform(m, vertex3f, v);
1040 if ((dist = DotProduct(v, v)) < 1)
1042 Matrix4x4_Transform3x3(m, normal3f, n);
1043 if ((dot = DotProduct(n, v)) > 0)
1046 intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
1047 VectorScale(lightcolor, intensity, color4f);
1052 VectorClear(color4f);
1058 VectorClear(color4f);
1064 void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
1066 float *color4f = varray_color4f;
1067 float dist, dot, intensity, v[3], n[3];
1068 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1070 Matrix4x4_Transform(m, vertex3f, v);
1071 if ((dist = fabs(v[2])) < 1)
1073 Matrix4x4_Transform3x3(m, normal3f, n);
1074 if ((dot = DotProduct(n, v)) > 0)
1076 intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
1077 VectorScale(lightcolor, intensity, color4f);
1082 VectorClear(color4f);
1088 VectorClear(color4f);
1094 // FIXME: this should be done in a vertex program when possible
1095 // FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE
1096 void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1100 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1101 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1102 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1109 void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1113 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1114 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1121 void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1125 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1127 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1128 // the cubemap normalizes this for us
1129 out3f[0] = DotProduct(svector3f, lightdir);
1130 out3f[1] = DotProduct(tvector3f, lightdir);
1131 out3f[2] = DotProduct(normal3f, lightdir);
1135 void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1138 float lightdir[3], eyedir[3], halfdir[3];
1139 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1141 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1142 VectorNormalizeFast(lightdir);
1143 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1144 VectorNormalizeFast(eyedir);
1145 VectorAdd(lightdir, eyedir, halfdir);
1146 // the cubemap normalizes this for us
1147 out3f[0] = DotProduct(svector3f, halfdir);
1148 out3f[1] = DotProduct(tvector3f, halfdir);
1149 out3f[2] = DotProduct(normal3f, halfdir);
1153 void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
1156 float color[3], color2[3];
1158 GL_VertexPointer(vertex3f);
1159 if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
1162 bumptexture = r_shadow_blankbumptexture;
1164 // colorscale accounts for how much we multiply the brightness during combine
1165 // mult is how many times the final pass of the lighting will be
1166 // performed to get more brightness than otherwise possible
1167 // limit mult to 64 for sanity sake
1168 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1170 // 3/2 3D combine path (Geforce3, Radeon 8500)
1171 memset(&m, 0, sizeof(m));
1172 m.tex[0] = R_GetTexture(bumptexture);
1173 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1174 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1175 m.texcombinergb[0] = GL_REPLACE;
1176 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1177 m.pointer_texcoord[0] = texcoord2f;
1178 m.pointer_texcoord[1] = varray_texcoord3f[1];
1179 m.pointer_texcoord[2] = varray_texcoord3f[2];
1180 R_Mesh_State_Texture(&m);
1181 qglColorMask(0,0,0,1);
1182 GL_BlendFunc(GL_ONE, GL_ZERO);
1183 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1184 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
1185 R_Mesh_Draw(numverts, numtriangles, elements);
1187 c_rt_lighttris += numtriangles;
1189 memset(&m, 0, sizeof(m));
1190 m.tex[0] = R_GetTexture(basetexture);
1191 m.pointer_texcoord[0] = texcoord2f;
1194 m.texcubemap[1] = R_GetTexture(lightcubemap);
1195 m.pointer_texcoord[1] = varray_texcoord3f[1];
1196 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1198 R_Mesh_State_Texture(&m);
1199 qglColorMask(1,1,1,0);
1200 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1201 VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
1202 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1204 color[0] = bound(0, color2[0], 1);
1205 color[1] = bound(0, color2[1], 1);
1206 color[2] = bound(0, color2[2], 1);
1207 GL_Color(color[0], color[1], color[2], 1);
1208 R_Mesh_Draw(numverts, numtriangles, elements);
1210 c_rt_lighttris += numtriangles;
1213 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
1215 // 1/2/2 3D combine path (original Radeon)
1216 memset(&m, 0, sizeof(m));
1217 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1218 m.pointer_texcoord[0] = varray_texcoord3f[0];
1219 R_Mesh_State_Texture(&m);
1220 qglColorMask(0,0,0,1);
1221 GL_BlendFunc(GL_ONE, GL_ZERO);
1222 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1223 R_Mesh_Draw(numverts, numtriangles, elements);
1225 c_rt_lighttris += numtriangles;
1227 memset(&m, 0, sizeof(m));
1228 m.tex[0] = R_GetTexture(bumptexture);
1229 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1230 m.texcombinergb[0] = GL_REPLACE;
1231 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1232 m.pointer_texcoord[0] = texcoord2f;
1233 m.pointer_texcoord[1] = varray_texcoord3f[1];
1234 R_Mesh_State_Texture(&m);
1235 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1236 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1237 R_Mesh_Draw(numverts, numtriangles, elements);
1239 c_rt_lighttris += numtriangles;
1241 memset(&m, 0, sizeof(m));
1242 m.tex[0] = R_GetTexture(basetexture);
1243 m.pointer_texcoord[0] = texcoord2f;
1246 m.texcubemap[1] = R_GetTexture(lightcubemap);
1247 m.pointer_texcoord[1] = varray_texcoord3f[1];
1248 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1250 R_Mesh_State_Texture(&m);
1251 qglColorMask(1,1,1,0);
1252 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1253 VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
1254 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1256 color[0] = bound(0, color2[0], 1);
1257 color[1] = bound(0, color2[1], 1);
1258 color[2] = bound(0, color2[2], 1);
1259 GL_Color(color[0], color[1], color[2], 1);
1260 R_Mesh_Draw(numverts, numtriangles, elements);
1262 c_rt_lighttris += numtriangles;
1265 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
1267 // 2/2 3D combine path (original Radeon)
1268 memset(&m, 0, sizeof(m));
1269 m.tex[0] = R_GetTexture(bumptexture);
1270 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1271 m.texcombinergb[0] = GL_REPLACE;
1272 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1273 m.pointer_texcoord[0] = texcoord2f;
1274 m.pointer_texcoord[1] = varray_texcoord3f[1];
1275 R_Mesh_State_Texture(&m);
1276 qglColorMask(0,0,0,1);
1277 GL_BlendFunc(GL_ONE, GL_ZERO);
1278 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1279 R_Mesh_Draw(numverts, numtriangles, elements);
1281 c_rt_lighttris += numtriangles;
1283 memset(&m, 0, sizeof(m));
1284 m.tex[0] = R_GetTexture(basetexture);
1285 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1286 m.pointer_texcoord[0] = texcoord2f;
1287 m.pointer_texcoord[1] = varray_texcoord3f[1];
1288 R_Mesh_State_Texture(&m);
1289 qglColorMask(1,1,1,0);
1290 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1291 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
1292 VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
1293 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1295 color[0] = bound(0, color2[0], 1);
1296 color[1] = bound(0, color2[1], 1);
1297 color[2] = bound(0, color2[2], 1);
1298 GL_Color(color[0], color[1], color[2], 1);
1299 R_Mesh_Draw(numverts, numtriangles, elements);
1301 c_rt_lighttris += numtriangles;
1304 else if (r_textureunits.integer >= 4)
1306 // 4/2 2D combine path (Geforce3, Radeon 8500)
1307 memset(&m, 0, sizeof(m));
1308 m.tex[0] = R_GetTexture(bumptexture);
1309 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1310 m.texcombinergb[0] = GL_REPLACE;
1311 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1312 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1313 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1314 m.pointer_texcoord[0] = texcoord2f;
1315 m.pointer_texcoord[1] = varray_texcoord3f[1];
1316 m.pointer_texcoord[2] = varray_texcoord2f[2];
1317 m.pointer_texcoord[3] = varray_texcoord2f[3];
1318 R_Mesh_State_Texture(&m);
1319 qglColorMask(0,0,0,1);
1320 GL_BlendFunc(GL_ONE, GL_ZERO);
1321 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1322 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
1323 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
1324 R_Mesh_Draw(numverts, numtriangles, elements);
1326 c_rt_lighttris += numtriangles;
1328 memset(&m, 0, sizeof(m));
1329 m.tex[0] = R_GetTexture(basetexture);
1330 m.pointer_texcoord[0] = texcoord2f;
1333 m.texcubemap[1] = R_GetTexture(lightcubemap);
1334 m.pointer_texcoord[1] = varray_texcoord3f[1];
1335 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1337 R_Mesh_State_Texture(&m);
1338 qglColorMask(1,1,1,0);
1339 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1340 VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
1341 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1343 color[0] = bound(0, color2[0], 1);
1344 color[1] = bound(0, color2[1], 1);
1345 color[2] = bound(0, color2[2], 1);
1346 GL_Color(color[0], color[1], color[2], 1);
1347 R_Mesh_Draw(numverts, numtriangles, elements);
1349 c_rt_lighttris += numtriangles;
1354 // 2/2/2 2D combine path (any dot3 card)
1355 memset(&m, 0, sizeof(m));
1356 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1357 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1358 m.pointer_texcoord[0] = varray_texcoord2f[0];
1359 m.pointer_texcoord[1] = varray_texcoord2f[1];
1360 R_Mesh_State_Texture(&m);
1361 qglColorMask(0,0,0,1);
1362 GL_BlendFunc(GL_ONE, GL_ZERO);
1363 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1364 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
1365 R_Mesh_Draw(numverts, numtriangles, elements);
1367 c_rt_lighttris += numtriangles;
1369 memset(&m, 0, sizeof(m));
1370 m.tex[0] = R_GetTexture(bumptexture);
1371 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1372 m.texcombinergb[0] = GL_REPLACE;
1373 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1374 m.pointer_texcoord[0] = texcoord2f;
1375 m.pointer_texcoord[1] = varray_texcoord3f[1];
1376 R_Mesh_State_Texture(&m);
1377 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1378 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1379 R_Mesh_Draw(numverts, numtriangles, elements);
1381 c_rt_lighttris += numtriangles;
1383 memset(&m, 0, sizeof(m));
1384 m.tex[0] = R_GetTexture(basetexture);
1385 m.pointer_texcoord[0] = texcoord2f;
1388 m.texcubemap[1] = R_GetTexture(lightcubemap);
1389 m.pointer_texcoord[1] = varray_texcoord3f[1];
1390 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1392 R_Mesh_State_Texture(&m);
1393 qglColorMask(1,1,1,0);
1394 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1395 VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
1396 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1398 color[0] = bound(0, color2[0], 1);
1399 color[1] = bound(0, color2[1], 1);
1400 color[2] = bound(0, color2[2], 1);
1401 GL_Color(color[0], color[1], color[2], 1);
1402 R_Mesh_Draw(numverts, numtriangles, elements);
1404 c_rt_lighttris += numtriangles;
1410 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1411 GL_DepthMask(false);
1413 GL_ColorPointer(varray_color4f);
1414 VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
1415 memset(&m, 0, sizeof(m));
1416 m.tex[0] = R_GetTexture(basetexture);
1417 m.pointer_texcoord[0] = texcoord2f;
1418 if (r_textureunits.integer >= 2)
1421 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1422 m.pointer_texcoord[1] = varray_texcoord2f[1];
1423 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
1425 R_Mesh_State_Texture(&m);
1426 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1428 color[0] = bound(0, color2[0], 1);
1429 color[1] = bound(0, color2[1], 1);
1430 color[2] = bound(0, color2[2], 1);
1431 if (r_textureunits.integer >= 2)
1432 R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltolight);
1434 R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltolight);
1435 R_Mesh_Draw(numverts, numtriangles, elements);
1437 c_rt_lighttris += numtriangles;
1442 void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
1445 float color[3], color2[3], colorscale;
1447 if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil)
1450 glosstexture = r_shadow_blankglosstexture;
1451 if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
1453 colorscale = r_shadow_glossintensity.value;
1455 bumptexture = r_shadow_blankbumptexture;
1456 if (glosstexture == r_shadow_blankglosstexture)
1457 colorscale *= r_shadow_gloss2intensity.value;
1458 GL_VertexPointer(vertex3f);
1460 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
1462 // 2/0/0/1/2 3D combine blendsquare path
1463 memset(&m, 0, sizeof(m));
1464 m.tex[0] = R_GetTexture(bumptexture);
1465 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1466 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1467 m.pointer_texcoord[0] = texcoord2f;
1468 m.pointer_texcoord[1] = varray_texcoord3f[1];
1469 R_Mesh_State_Texture(&m);
1470 qglColorMask(0,0,0,1);
1471 // this squares the result
1472 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1473 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
1474 R_Mesh_Draw(numverts, numtriangles, elements);
1476 c_rt_lighttris += numtriangles;
1478 memset(&m, 0, sizeof(m));
1479 R_Mesh_State_Texture(&m);
1480 // square alpha in framebuffer a few times to make it shiny
1481 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1482 // these comments are a test run through this math for intensity 0.5
1483 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1484 // 0.25 * 0.25 = 0.0625 (this is another pass)
1485 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1486 R_Mesh_Draw(numverts, numtriangles, elements);
1488 c_rt_lighttris += numtriangles;
1489 R_Mesh_Draw(numverts, numtriangles, elements);
1491 c_rt_lighttris += numtriangles;
1493 memset(&m, 0, sizeof(m));
1494 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1495 m.pointer_texcoord[0] = varray_texcoord3f[0];
1496 R_Mesh_State_Texture(&m);
1497 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1498 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1499 R_Mesh_Draw(numverts, numtriangles, elements);
1501 c_rt_lighttris += numtriangles;
1503 memset(&m, 0, sizeof(m));
1504 m.tex[0] = R_GetTexture(glosstexture);
1507 m.texcubemap[1] = R_GetTexture(lightcubemap);
1508 m.pointer_texcoord[1] = varray_texcoord3f[1];
1509 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1511 m.pointer_texcoord[0] = texcoord2f;
1512 R_Mesh_State_Texture(&m);
1513 qglColorMask(1,1,1,0);
1514 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1515 VectorScale(lightcolor, colorscale, color2);
1516 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1518 color[0] = bound(0, color2[0], 1);
1519 color[1] = bound(0, color2[1], 1);
1520 color[2] = bound(0, color2[2], 1);
1521 GL_Color(color[0], color[1], color[2], 1);
1522 R_Mesh_Draw(numverts, numtriangles, elements);
1524 c_rt_lighttris += numtriangles;
1527 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
1529 // 2/0/0/2 3D combine blendsquare path
1530 memset(&m, 0, sizeof(m));
1531 m.tex[0] = R_GetTexture(bumptexture);
1532 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1533 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1534 m.pointer_texcoord[0] = texcoord2f;
1535 m.pointer_texcoord[1] = varray_texcoord3f[1];
1536 R_Mesh_State_Texture(&m);
1537 qglColorMask(0,0,0,1);
1538 // this squares the result
1539 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1540 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
1541 R_Mesh_Draw(numverts, numtriangles, elements);
1543 c_rt_lighttris += numtriangles;
1545 memset(&m, 0, sizeof(m));
1546 R_Mesh_State_Texture(&m);
1547 // square alpha in framebuffer a few times to make it shiny
1548 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1549 // these comments are a test run through this math for intensity 0.5
1550 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1551 // 0.25 * 0.25 = 0.0625 (this is another pass)
1552 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1553 R_Mesh_Draw(numverts, numtriangles, elements);
1555 c_rt_lighttris += numtriangles;
1556 R_Mesh_Draw(numverts, numtriangles, elements);
1558 c_rt_lighttris += numtriangles;
1560 memset(&m, 0, sizeof(m));
1561 m.tex[0] = R_GetTexture(glosstexture);
1562 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1563 m.pointer_texcoord[0] = texcoord2f;
1564 m.pointer_texcoord[1] = varray_texcoord3f[1];
1565 R_Mesh_State_Texture(&m);
1566 qglColorMask(1,1,1,0);
1567 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1568 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
1569 VectorScale(lightcolor, colorscale, color2);
1570 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1572 color[0] = bound(0, color2[0], 1);
1573 color[1] = bound(0, color2[1], 1);
1574 color[2] = bound(0, color2[2], 1);
1575 GL_Color(color[0], color[1], color[2], 1);
1576 R_Mesh_Draw(numverts, numtriangles, elements);
1578 c_rt_lighttris += numtriangles;
1581 else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
1583 // 2/0/0/2/2 2D combine blendsquare path
1584 memset(&m, 0, sizeof(m));
1585 m.tex[0] = R_GetTexture(bumptexture);
1586 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1587 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1588 m.pointer_texcoord[0] = texcoord2f;
1589 m.pointer_texcoord[1] = varray_texcoord3f[1];
1590 R_Mesh_State_Texture(&m);
1591 qglColorMask(0,0,0,1);
1592 // this squares the result
1593 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1594 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
1595 R_Mesh_Draw(numverts, numtriangles, elements);
1597 c_rt_lighttris += numtriangles;
1599 memset(&m, 0, sizeof(m));
1600 R_Mesh_State_Texture(&m);
1601 // square alpha in framebuffer a few times to make it shiny
1602 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1603 // these comments are a test run through this math for intensity 0.5
1604 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1605 // 0.25 * 0.25 = 0.0625 (this is another pass)
1606 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1607 R_Mesh_Draw(numverts, numtriangles, elements);
1609 c_rt_lighttris += numtriangles;
1610 R_Mesh_Draw(numverts, numtriangles, elements);
1612 c_rt_lighttris += numtriangles;
1614 memset(&m, 0, sizeof(m));
1615 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1616 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1617 m.pointer_texcoord[0] = varray_texcoord2f[0];
1618 m.pointer_texcoord[1] = varray_texcoord2f[1];
1619 R_Mesh_State_Texture(&m);
1620 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1621 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1622 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
1623 R_Mesh_Draw(numverts, numtriangles, elements);
1625 c_rt_lighttris += numtriangles;
1627 memset(&m, 0, sizeof(m));
1628 m.tex[0] = R_GetTexture(glosstexture);
1631 m.texcubemap[1] = R_GetTexture(lightcubemap);
1632 m.pointer_texcoord[1] = varray_texcoord3f[1];
1633 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1635 m.pointer_texcoord[0] = texcoord2f;
1636 R_Mesh_State_Texture(&m);
1637 qglColorMask(1,1,1,0);
1638 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1639 VectorScale(lightcolor, colorscale, color2);
1640 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1642 color[0] = bound(0, color2[0], 1);
1643 color[1] = bound(0, color2[1], 1);
1644 color[2] = bound(0, color2[2], 1);
1645 GL_Color(color[0], color[1], color[2], 1);
1646 R_Mesh_Draw(numverts, numtriangles, elements);
1648 c_rt_lighttris += numtriangles;
1654 void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
1658 R_RTLight_Uncompile(rtlight);
1659 memset(rtlight, 0, sizeof(*rtlight));
1661 VectorCopy(light->origin, rtlight->shadoworigin);
1662 VectorCopy(light->color, rtlight->color);
1663 rtlight->radius = light->radius;
1664 rtlight->cullradius = rtlight->radius;
1665 rtlight->cullradius2 = rtlight->cullradius * rtlight->cullradius;
1666 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->cullradius;
1667 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->cullradius;
1668 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->cullradius;
1669 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->cullradius;
1670 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->cullradius;
1671 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->cullradius;
1672 rtlight->cubemapname[0] = 0;
1673 if (light->cubemapname[0])
1674 strcpy(rtlight->cubemapname, light->cubemapname);
1675 else if (light->cubemapnum > 0)
1676 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
1677 rtlight->shadow = light->shadow;
1678 rtlight->corona = light->corona;
1679 rtlight->style = light->style;
1680 rtlight->isstatic = isstatic;
1681 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
1682 // ConcatScale won't work here because this needs to scale rotate and
1683 // translate, not just rotate
1684 scale = 1.0f / rtlight->radius;
1685 for (k = 0;k < 3;k++)
1686 for (j = 0;j < 4;j++)
1687 rtlight->matrix_worldtolight.m[k][j] *= scale;
1688 Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &rtlight->matrix_worldtolight);
1689 Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationz, &matrix_attenuationz, &rtlight->matrix_worldtolight);
1691 rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
1692 rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
1693 VectorScale(rtlight->color, rtlight->radius * d_lightstylevalue[rtlight->style] * 0.25f, rtlight->lightmap_light);
1694 rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
1697 // compiles rtlight geometry
1698 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
1699 void R_RTLight_Compile(rtlight_t *rtlight)
1702 int i, j, k, l, maxverts = 256, tris;
1703 float *vertex3f = NULL, mins[3], maxs[3];
1704 shadowmesh_t *mesh, *castmesh = NULL;
1706 qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8];
1707 qbyte lightfullpvs[(MAX_MAP_LEAFS + 7)/ 8];
1709 // compile the light
1710 rtlight->compiled = true;
1711 VectorCopy(rtlight->cullmins, mins);
1712 VectorCopy(rtlight->cullmaxs, maxs);
1713 if (rtlight->shadow)
1714 castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1715 rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
1718 lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, rtlight->shadoworigin, 0, lightfullpvs, sizeof(lightfullpvs));
1719 memset(lightpvs, 0, lightpvsbytes);
1720 if (cl.worldmodel->brushq3.num_leafs)
1725 // make a pvs that only includes things within the box
1726 for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
1727 if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
1728 SETPVSBIT(lightpvs, leaf->clusterindex);
1730 // make a cluster list for fast visibility checking during rendering
1731 for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
1732 if (CHECKPVSBIT(lightpvs, i))
1733 rtlight->static_numclusters++;
1734 rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
1735 for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
1736 if (CHECKPVSBIT(lightpvs, i))
1737 rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
1739 VectorCopy(rtlight->shadoworigin, rtlight->cullmins);
1740 VectorCopy(rtlight->shadoworigin, rtlight->cullmaxs);
1741 for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
1742 face->lighttemp_castshadow = false;
1743 for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
1745 if (CHECKPVSBIT(lightpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
1747 for (k = 0;k < 3;k++)
1749 if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
1750 if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
1752 for (j = 0;j < leaf->numleaffaces;j++)
1754 face = leaf->firstleafface[j];
1755 if (BoxesOverlap(face->mins, face->maxs, mins, maxs))
1756 face->lighttemp_castshadow = true;
1761 // add surfaces to shadow casting mesh and light mesh
1762 for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
1764 if (face->lighttemp_castshadow)
1766 face->lighttemp_castshadow = false;
1767 if (!(face->texture->surfaceflags & (Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY)))
1769 if (rtlight->shadow)
1770 if (!(face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT))
1771 Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, face->data_vertex3f, NULL, NULL, NULL, NULL, face->num_triangles, face->data_element3i);
1772 if (!(face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
1773 Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_light, face->texture->skin.base, face->texture->skin.gloss, face->texture->skin.nmap, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, face->num_triangles, face->data_element3i);
1778 else if (cl.worldmodel->brushq1.num_leafs)
1782 VectorCopy(rtlight->shadoworigin, rtlight->cullmins);
1783 VectorCopy(rtlight->shadoworigin, rtlight->cullmaxs);
1784 i = CL_PointQ1Contents(rtlight->shadoworigin);
1786 for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
1787 surf->lighttemp_castshadow = false;
1789 if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
1792 qbyte *bytesurfacepvs;
1794 byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.num_leafs);
1795 bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces);
1797 Portal_Visibility(cl.worldmodel, rtlight->shadoworigin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, rtlight->cullmins, rtlight->cullmaxs);
1799 // make a pvs that only includes things within the box
1800 for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
1802 if (byteleafpvs[i] && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
1804 SETPVSBIT(lightpvs, leaf->clusterindex);
1805 for (k = 0;k < 3;k++)
1807 if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
1808 if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
1813 for (i = 0, surf = cl.worldmodel->brushq1.surfaces;i < cl.worldmodel->brushq1.numsurfaces;i++, surf++)
1814 if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
1815 surf->lighttemp_castshadow = true;
1817 Mem_Free(byteleafpvs);
1818 Mem_Free(bytesurfacepvs);
1820 // make a cluster list for fast visibility checking during rendering
1821 for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
1822 if (CHECKPVSBIT(lightpvs, i))
1823 rtlight->static_numclusters++;
1824 rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
1825 for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
1826 if (CHECKPVSBIT(lightpvs, i))
1827 rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
1831 for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
1833 if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
1835 // make a pvs that only includes things within the box
1836 SETPVSBIT(lightpvs, leaf->clusterindex);
1837 for (k = 0;k < 3;k++)
1839 if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
1840 if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
1842 for (j = 0;j < leaf->nummarksurfaces;j++)
1844 surf = cl.worldmodel->brushq1.surfaces + leaf->firstmarksurface[j];
1845 if (!surf->lighttemp_castshadow && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
1846 surf->lighttemp_castshadow = true;
1851 // make a pvs that only includes things within the box
1852 for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
1853 if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
1854 SETPVSBIT(lightpvs, leaf->clusterindex);
1856 // make a cluster list for fast visibility checking during rendering
1857 for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
1858 if (CHECKPVSBIT(lightpvs, i))
1859 rtlight->static_numclusters++;
1860 rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
1861 for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
1862 if (CHECKPVSBIT(lightpvs, i))
1863 rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
1866 // add surfaces to shadow casting mesh and light mesh
1867 for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
1869 if (surf->lighttemp_castshadow)
1871 surf->lighttemp_castshadow = false;
1872 if (rtlight->shadow && (surf->flags & SURF_SHADOWCAST))
1873 Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, surf->mesh.data_vertex3f, NULL, NULL, NULL, NULL, surf->mesh.num_triangles, surf->mesh.data_element3i);
1874 if (!(surf->flags & SURF_DRAWSKY))
1875 Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_light, surf->texinfo->texture->skin.base, surf->texinfo->texture->skin.gloss, surf->texinfo->texture->skin.nmap, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, surf->mesh.num_triangles, surf->mesh.data_element3i);
1881 // limit box to light bounds (in case it grew larger)
1882 for (k = 0;k < 3;k++)
1884 if (rtlight->cullmins[k] < rtlight->shadoworigin[k] - rtlight->radius) rtlight->cullmins[k] = rtlight->shadoworigin[k] - rtlight->radius;
1885 if (rtlight->cullmaxs[k] > rtlight->shadoworigin[k] + rtlight->radius) rtlight->cullmaxs[k] = rtlight->shadoworigin[k] + rtlight->radius;
1887 rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
1888 rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
1890 // cast shadow volume from castmesh
1891 castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh, false, true);
1895 for (mesh = castmesh;mesh;mesh = mesh->next)
1897 R_Shadow_ResizeShadowElements(mesh->numtriangles);
1898 maxverts = max(maxverts, mesh->numverts * 2);
1903 vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
1904 // now that we have the buffers big enough, construct and add
1905 // the shadow volume mesh
1906 if (rtlight->shadow)
1907 rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
1908 for (mesh = castmesh;mesh;mesh = mesh->next)
1910 Mod_BuildTriangleNeighbors(mesh->neighbor3i, mesh->element3i, mesh->numtriangles);
1911 if ((tris = R_Shadow_ConstructShadowVolume(castmesh->numverts, 0, castmesh->numtriangles, castmesh->element3i, castmesh->neighbor3i, castmesh->vertex3f, NULL, shadowelements, vertex3f, rtlight->shadoworigin, r_shadow_projectdistance.value)))
1912 Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1917 // we're done with castmesh now
1918 Mod_ShadowMesh_Free(castmesh);
1921 rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
1922 rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
1925 if (rtlight->static_meshchain_shadow)
1926 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
1927 k += mesh->numtriangles;
1929 if (rtlight->static_meshchain_light)
1930 for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
1931 l += mesh->numtriangles;
1932 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles, %i light triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], k, l);
1936 void R_RTLight_Uncompile(rtlight_t *rtlight)
1938 if (rtlight->compiled)
1940 if (rtlight->static_meshchain_shadow)
1941 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
1942 rtlight->static_meshchain_shadow = NULL;
1943 if (rtlight->static_meshchain_light)
1944 Mod_ShadowMesh_Free(rtlight->static_meshchain_light);
1945 rtlight->static_meshchain_light = NULL;
1946 if (rtlight->static_clusterindices)
1947 Mem_Free(rtlight->static_clusterindices);
1948 rtlight->static_clusterindices = NULL;
1949 rtlight->static_numclusters = 0;
1950 rtlight->compiled = false;
1954 int shadowframecount = 0;
1956 void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t shadoworigin, vec_t shadowradius, vec3_t cullmins, vec3_t cullmaxs)
1959 if ((BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) || !r_shadow_cull.integer) && (ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawShadowVolume)
1961 vec3_t relativeshadoworigin;
1962 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativeshadoworigin);
1963 ent->model->DrawShadowVolume (ent, relativeshadoworigin, shadowradius);
1967 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
1969 void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
1972 entity_render_t *ent;
1974 vec3_t relativelightorigin, relativeeyeorigin, lightcolor;
1975 rtexture_t *cubemaptexture;
1976 matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
1978 if (d_lightstylevalue[rtlight->style] <= 0)
1980 if (rtlight->compiled)
1982 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
1984 for (i = 0;i < rtlight->static_numclusters;i++)
1985 if (CHECKPVSBIT(r_pvsbits, rtlight->static_clusterindices[i]))
1987 if (i == rtlight->static_numclusters)
1990 else if (VIS_CullBox(rtlight->cullmins, rtlight->cullmaxs))
1992 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
1995 if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
1996 R_RTLight_Compile(rtlight);
1998 f = d_lightstylevalue[rtlight->style] * (1.0f / 256.0f);
1999 VectorScale(rtlight->color, f, lightcolor);
2001 if (rtlight->selected)
2003 f = 2 + sin(realtime * M_PI * 4.0);
2004 VectorScale(lightcolor, f, lightcolor);
2008 if (rtlight->cubemapname[0])
2009 cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
2011 cubemaptexture = NULL;
2013 shadow = rtlight->shadow && (rtlight->isstatic ? r_shadow_worldshadows.integer : r_shadow_dlightshadows.integer);
2014 if (shadow && (gl_stencil || visiblevolumes))
2016 if (!visiblevolumes)
2017 R_Shadow_Stage_ShadowVolumes();
2018 ent = &cl_entities[0].render;
2019 if (r_shadow_staticworldlights.integer && rtlight->compiled)
2021 R_Mesh_Matrix(&ent->matrix);
2022 if (r_shadow_showtris.integer)
2026 int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
2027 int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
2028 qglDisable(GL_DEPTH_TEST);
2029 qglDisable(GL_STENCIL_TEST);
2030 //qglDisable(GL_CULL_FACE);
2031 qglColorMask(1,1,1,1);
2032 memset(&m, 0, sizeof(m));
2033 R_Mesh_State_Texture(&m);
2034 GL_Color(0,0.1,0,1);
2035 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2036 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2038 GL_VertexPointer(mesh->vertex3f);
2039 R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
2041 //qglEnable(GL_CULL_FACE);
2043 qglEnable(GL_DEPTH_TEST);
2046 qglEnable(GL_STENCIL_TEST);
2047 qglColorMask(0,0,0,0);
2050 R_Shadow_RenderShadowMeshVolume(rtlight->static_meshchain_shadow);
2053 R_TestAndDrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs);
2054 if (r_drawentities.integer)
2055 for (i = 0;i < r_refdef.numentities;i++)
2056 if (r_refdef.entities[i]->flags & RENDER_SHADOW)
2057 R_TestAndDrawShadowVolume(r_refdef.entities[i], rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs);
2060 if (!visiblevolumes)
2062 if (shadow && gl_stencil)
2063 R_Shadow_Stage_LightWithShadows();
2065 R_Shadow_Stage_LightWithoutShadows();
2067 ent = &cl_entities[0].render;
2068 if (ent->model && ent->model->DrawLight)
2070 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
2071 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
2072 Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
2073 Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
2074 Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
2075 if (r_shadow_staticworldlights.integer && rtlight->compiled)
2077 //R_Shadow_DrawStaticWorldLight_Light(rtlight, &ent->matrix, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
2079 R_Mesh_Matrix(&ent->matrix);
2080 if (r_shadow_showtris.integer)
2083 int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
2084 int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
2085 qglDisable(GL_DEPTH_TEST);
2086 qglDisable(GL_STENCIL_TEST);
2087 //qglDisable(GL_CULL_FACE);
2088 memset(&m, 0, sizeof(m));
2089 R_Mesh_State_Texture(&m);
2090 GL_Color(0.2,0,0,1);
2091 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2092 for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
2094 GL_VertexPointer(mesh->vertex3f);
2095 R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
2097 //qglEnable(GL_CULL_FACE);
2099 qglEnable(GL_DEPTH_TEST);
2101 qglEnable(GL_STENCIL_TEST);
2103 for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
2105 R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, cubemaptexture);
2106 R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, cubemaptexture);
2110 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
2112 if (r_drawentities.integer)
2114 for (i = 0;i < r_refdef.numentities;i++)
2116 ent = r_refdef.entities[i];
2117 if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
2118 && BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2119 && (ent->flags & RENDER_LIGHT))
2121 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
2122 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
2123 Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
2124 Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
2125 Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
2126 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
2133 void R_ShadowVolumeLighting(int visiblevolumes)
2141 memset(&m, 0, sizeof(m));
2142 R_Mesh_State_Texture(&m);
2144 GL_BlendFunc(GL_ONE, GL_ONE);
2145 GL_DepthMask(false);
2146 GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
2147 qglDisable(GL_CULL_FACE);
2148 GL_Color(0.0, 0.0125, 0.1, 1);
2151 R_Shadow_Stage_Begin();
2153 if (r_shadow_realtime_world.integer)
2155 R_Shadow_LoadWorldLightsIfNeeded();
2156 if (r_shadow_debuglight.integer >= 0)
2158 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2159 if (lnum == r_shadow_debuglight.integer)
2160 R_DrawRTLight(&light->rtlight, visiblevolumes);
2163 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2164 R_DrawRTLight(&light->rtlight, visiblevolumes);
2166 if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
2167 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
2168 R_DrawRTLight(&light->rtlight, visiblevolumes);
2172 qglEnable(GL_CULL_FACE);
2173 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
2176 R_Shadow_Stage_End();
2179 cvar_t r_editlights = {0, "r_editlights", "0"};
2180 cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
2181 cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
2182 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
2183 cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
2184 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
2185 cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
2186 cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
2187 dlight_t *r_shadow_worldlightchain;
2188 dlight_t *r_shadow_selectedlight;
2189 vec3_t r_editlights_cursorlocation;
2191 typedef struct cubemapinfo_s
2194 rtexture_t *texture;
2198 #define MAX_CUBEMAPS 128
2199 static int numcubemaps;
2200 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
2202 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2203 typedef struct suffixinfo_s
2206 int flipx, flipy, flipdiagonal;
2209 static suffixinfo_t suffix[3][6] =
2212 {"posx", false, false, false},
2213 {"negx", false, false, false},
2214 {"posy", false, false, false},
2215 {"negy", false, false, false},
2216 {"posz", false, false, false},
2217 {"negz", false, false, false}
2220 {"px", false, false, false},
2221 {"nx", false, false, false},
2222 {"py", false, false, false},
2223 {"ny", false, false, false},
2224 {"pz", false, false, false},
2225 {"nz", false, false, false}
2228 {"ft", true, false, true},
2229 {"bk", false, true, true},
2230 {"lf", true, true, false},
2231 {"rt", false, false, false},
2232 {"up", false, false, false},
2233 {"dn", false, false, false}
2237 static int componentorder[4] = {0, 1, 2, 3};
2239 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2241 int i, j, cubemapsize;
2242 qbyte *cubemappixels, *image_rgba;
2243 rtexture_t *cubemaptexture;
2245 // must start 0 so the first loadimagepixels has no requested width/height
2247 cubemappixels = NULL;
2248 cubemaptexture = NULL;
2249 for (j = 0;j < 3 && !cubemappixels;j++)
2251 for (i = 0;i < 6;i++)
2253 snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2254 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2256 if (image_width == image_height)
2258 if (!cubemappixels && image_width >= 1)
2260 cubemapsize = image_width;
2261 // note this clears to black, so unavailable sizes are black
2262 cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2265 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2268 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2269 Mem_Free(image_rgba);
2275 if (!r_shadow_filters_texturepool)
2276 r_shadow_filters_texturepool = R_AllocTexturePool();
2277 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2278 Mem_Free(cubemappixels);
2282 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2283 for (j = 0;j < 3;j++)
2284 for (i = 0;i < 6;i++)
2285 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2286 Con_Printf(" and was unable to find any of them.\n");
2288 return cubemaptexture;
2291 rtexture_t *R_Shadow_Cubemap(const char *basename)
2294 for (i = 0;i < numcubemaps;i++)
2295 if (!strcasecmp(cubemaps[i].basename, basename))
2296 return cubemaps[i].texture;
2297 if (i >= MAX_CUBEMAPS)
2300 strcpy(cubemaps[i].basename, basename);
2301 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
2302 return cubemaps[i].texture;
2305 void R_Shadow_FreeCubemaps(void)
2308 R_FreeTexturePool(&r_shadow_filters_texturepool);
2311 void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname)
2315 if (radius < 15 || DotProduct(color, color) < 0.03)
2317 Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
2321 light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
2322 VectorCopy(origin, light->origin);
2323 VectorCopy(angles, light->angles);
2324 VectorCopy(color, light->color);
2325 light->radius = radius;
2326 light->style = style;
2327 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
2329 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
2332 light->shadow = shadowenable;
2333 light->corona = corona;
2334 if (cubemapname && cubemapname[0] && strlen(cubemapname) < sizeof(light->cubemapname))
2335 strcpy(light->cubemapname, cubemapname);
2336 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
2337 light->next = r_shadow_worldlightchain;
2338 r_shadow_worldlightchain = light;
2340 R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
2341 if (r_shadow_staticworldlights.integer)
2342 R_RTLight_Compile(&light->rtlight);
2345 void R_Shadow_FreeWorldLight(dlight_t *light)
2347 dlight_t **lightpointer;
2348 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
2349 if (*lightpointer != light)
2350 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
2351 *lightpointer = light->next;
2352 R_RTLight_Uncompile(&light->rtlight);
2356 void R_Shadow_ClearWorldLights(void)
2358 while (r_shadow_worldlightchain)
2359 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
2360 r_shadow_selectedlight = NULL;
2361 R_Shadow_FreeCubemaps();
2364 void R_Shadow_SelectLight(dlight_t *light)
2366 if (r_shadow_selectedlight)
2367 r_shadow_selectedlight->selected = false;
2368 r_shadow_selectedlight = light;
2369 if (r_shadow_selectedlight)
2370 r_shadow_selectedlight->selected = true;
2373 rtexture_t *lighttextures[5];
2375 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
2377 float scale = r_editlights_cursorgrid.value * 0.5f;
2378 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
2381 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
2384 const dlight_t *light;
2387 if (light->selected)
2388 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
2391 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
2394 void R_Shadow_DrawLightSprites(void)
2400 for (i = 0;i < 5;i++)
2402 lighttextures[i] = NULL;
2403 if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1))))
2404 lighttextures[i] = pic->tex;
2407 for (light = r_shadow_worldlightchain;light;light = light->next)
2408 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, ((int) light) % 5);
2409 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
2412 void R_Shadow_SelectLightInView(void)
2414 float bestrating, rating, temp[3];
2415 dlight_t *best, *light;
2418 for (light = r_shadow_worldlightchain;light;light = light->next)
2420 VectorSubtract(light->origin, r_vieworigin, temp);
2421 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
2424 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
2425 if (bestrating < rating && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f)
2427 bestrating = rating;
2432 R_Shadow_SelectLight(best);
2435 void R_Shadow_LoadWorldLights(void)
2437 int n, a, style, shadow;
2438 char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
2439 float origin[3], radius, color[3], angles[3], corona;
2440 if (cl.worldmodel == NULL)
2442 Con_Printf("No map loaded.\n");
2445 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
2446 strlcat (name, ".rtlights", sizeof (name));
2447 lightsstring = FS_LoadFile(name, false);
2455 while (*s && *s != '\n')
2461 // check for modifier flags
2467 a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2]);
2469 VectorClear(angles);
2472 if (a < 9 || !strcmp(cubemapname, "\"\""))
2477 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])\n", a, n + 1);
2480 VectorScale(color, r_editlights_rtlightscolorscale.value, color);
2481 radius *= r_editlights_rtlightssizescale.value;
2482 R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadow, cubemapname);
2487 Con_Printf("invalid rtlights file \"%s\"\n", name);
2488 Mem_Free(lightsstring);
2492 void R_Shadow_SaveWorldLights(void)
2495 int bufchars, bufmaxchars;
2497 char name[MAX_QPATH];
2499 if (!r_shadow_worldlightchain)
2501 if (cl.worldmodel == NULL)
2503 Con_Printf("No map loaded.\n");
2506 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
2507 strlcat (name, ".rtlights", sizeof (name));
2508 bufchars = bufmaxchars = 0;
2510 for (light = r_shadow_worldlightchain;light;light = light->next)
2512 sprintf(line, "%s%f %f %f %f %f %f %f %d %s %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "\"\"", light->corona, light->angles[0], light->angles[1], light->angles[2]);
2513 if (bufchars + (int) strlen(line) > bufmaxchars)
2515 bufmaxchars = bufchars + strlen(line) + 2048;
2517 buf = Mem_Alloc(r_shadow_mempool, bufmaxchars);
2521 memcpy(buf, oldbuf, bufchars);
2527 memcpy(buf + bufchars, line, strlen(line));
2528 bufchars += strlen(line);
2532 FS_WriteFile(name, buf, bufchars);
2537 void R_Shadow_LoadLightsFile(void)
2540 char name[MAX_QPATH], *lightsstring, *s, *t;
2541 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
2542 if (cl.worldmodel == NULL)
2544 Con_Printf("No map loaded.\n");
2547 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
2548 strlcat (name, ".lights", sizeof (name));
2549 lightsstring = FS_LoadFile(name, false);
2557 while (*s && *s != '\n')
2562 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);
2566 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);
2569 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
2570 radius = bound(15, radius, 4096);
2571 VectorScale(color, (2.0f / (8388608.0f)), color);
2572 R_Shadow_NewWorldLight(origin, vec3_origin, color, radius, 0, style, true, NULL);
2577 Con_Printf("invalid lights file \"%s\"\n", name);
2578 Mem_Free(lightsstring);
2582 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
2584 int entnum, style, islight, skin, pflags, effects;
2585 char key[256], value[1024];
2586 float origin[3], angles[3], radius, color[3], light, fadescale, lightscale, originhack[3], overridecolor[3];
2589 if (cl.worldmodel == NULL)
2591 Con_Printf("No map loaded.\n");
2594 data = cl.worldmodel->brush.entities;
2597 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
2600 origin[0] = origin[1] = origin[2] = 0;
2601 originhack[0] = originhack[1] = originhack[2] = 0;
2602 angles[0] = angles[1] = angles[2] = 0;
2603 color[0] = color[1] = color[2] = 1;
2604 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
2614 if (!COM_ParseToken(&data, false))
2616 if (com_token[0] == '}')
2617 break; // end of entity
2618 if (com_token[0] == '_')
2619 strcpy(key, com_token + 1);
2621 strcpy(key, com_token);
2622 while (key[strlen(key)-1] == ' ') // remove trailing spaces
2623 key[strlen(key)-1] = 0;
2624 if (!COM_ParseToken(&data, false))
2626 strcpy(value, com_token);
2628 // now that we have the key pair worked out...
2629 if (!strcmp("light", key))
2630 light = atof(value);
2631 else if (!strcmp("origin", key))
2632 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
2633 else if (!strcmp("angle", key))
2634 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
2635 else if (!strcmp("angles", key))
2636 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
2637 else if (!strcmp("color", key))
2638 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
2639 else if (!strcmp("wait", key))
2640 fadescale = atof(value);
2641 else if (!strcmp("classname", key))
2643 if (!strncmp(value, "light", 5))
2646 if (!strcmp(value, "light_fluoro"))
2651 overridecolor[0] = 1;
2652 overridecolor[1] = 1;
2653 overridecolor[2] = 1;
2655 if (!strcmp(value, "light_fluorospark"))
2660 overridecolor[0] = 1;
2661 overridecolor[1] = 1;
2662 overridecolor[2] = 1;
2664 if (!strcmp(value, "light_globe"))
2669 overridecolor[0] = 1;
2670 overridecolor[1] = 0.8;
2671 overridecolor[2] = 0.4;
2673 if (!strcmp(value, "light_flame_large_yellow"))
2678 overridecolor[0] = 1;
2679 overridecolor[1] = 0.5;
2680 overridecolor[2] = 0.1;
2682 if (!strcmp(value, "light_flame_small_yellow"))
2687 overridecolor[0] = 1;
2688 overridecolor[1] = 0.5;
2689 overridecolor[2] = 0.1;
2691 if (!strcmp(value, "light_torch_small_white"))
2696 overridecolor[0] = 1;
2697 overridecolor[1] = 0.5;
2698 overridecolor[2] = 0.1;
2700 if (!strcmp(value, "light_torch_small_walltorch"))
2705 overridecolor[0] = 1;
2706 overridecolor[1] = 0.5;
2707 overridecolor[2] = 0.1;
2711 else if (!strcmp("style", key))
2712 style = atoi(value);
2713 else if (cl.worldmodel->type == mod_brushq3)
2715 if (!strcmp("scale", key))
2716 lightscale = atof(value);
2717 if (!strcmp("fade", key))
2718 fadescale = atof(value);
2720 else if (!strcmp("skin", key))
2721 skin = (int)atof(value);
2722 else if (!strcmp("pflags", key))
2723 pflags = (int)atof(value);
2724 else if (!strcmp("effects", key))
2725 effects = (int)atof(value);
2727 if (light <= 0 && islight)
2729 if (lightscale <= 0)
2733 if (gamemode == GAME_TENEBRAE)
2735 if (effects & EF_NODRAW)
2737 pflags |= PFLAGS_FULLDYNAMIC;
2738 effects &= ~EF_NODRAW;
2741 radius = min(light * r_editlights_quakelightsizescale.value * lightscale / fadescale, 1048576);
2742 light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
2743 if (color[0] == 1 && color[1] == 1 && color[2] == 1)
2744 VectorCopy(overridecolor, color);
2745 VectorScale(color, light, color);
2746 VectorAdd(origin, originhack, origin);
2747 if (radius >= 15 && !(pflags & PFLAGS_FULLDYNAMIC))
2748 R_Shadow_NewWorldLight(origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL);
2753 void R_Shadow_SetCursorLocationForView(void)
2755 vec_t dist, push, frac;
2756 vec3_t dest, endpos, normal;
2757 VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
2758 frac = CL_TraceLine(r_vieworigin, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID);
2761 dist = frac * r_editlights_cursordistance.value;
2762 push = r_editlights_cursorpushback.value;
2766 VectorMA(endpos, push, r_viewforward, endpos);
2767 VectorMA(endpos, r_editlights_cursorpushoff.value, normal, endpos);
2769 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
2770 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
2771 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
2774 void R_Shadow_UpdateWorldLightSelection(void)
2776 if (r_editlights.integer)
2778 R_Shadow_SetCursorLocationForView();
2779 R_Shadow_SelectLightInView();
2780 R_Shadow_DrawLightSprites();
2783 R_Shadow_SelectLight(NULL);
2786 void R_Shadow_EditLights_Clear_f(void)
2788 R_Shadow_ClearWorldLights();
2791 void R_Shadow_EditLights_Reload_f(void)
2793 r_shadow_reloadlights = true;
2796 void R_Shadow_EditLights_Save_f(void)
2799 R_Shadow_SaveWorldLights();
2802 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
2804 R_Shadow_ClearWorldLights();
2805 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
2808 void R_Shadow_EditLights_ImportLightsFile_f(void)
2810 R_Shadow_ClearWorldLights();
2811 R_Shadow_LoadLightsFile();
2814 void R_Shadow_EditLights_Spawn_f(void)
2817 if (!r_editlights.integer)
2819 Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
2822 if (Cmd_Argc() != 1)
2824 Con_Printf("r_editlights_spawn does not take parameters\n");
2827 color[0] = color[1] = color[2] = 1;
2828 R_Shadow_NewWorldLight(r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL);
2831 void R_Shadow_EditLights_Edit_f(void)
2833 vec3_t origin, angles, color;
2834 vec_t radius, corona;
2836 char cubemapname[1024];
2837 if (!r_editlights.integer)
2839 Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
2842 if (!r_shadow_selectedlight)
2844 Con_Printf("No selected light.\n");
2847 VectorCopy(r_shadow_selectedlight->origin, origin);
2848 VectorCopy(r_shadow_selectedlight->angles, angles);
2849 VectorCopy(r_shadow_selectedlight->color, color);
2850 radius = r_shadow_selectedlight->radius;
2851 style = r_shadow_selectedlight->style;
2852 if (r_shadow_selectedlight->cubemapname)
2853 strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
2856 shadows = r_shadow_selectedlight->shadow;
2857 corona = r_shadow_selectedlight->corona;
2858 if (!strcmp(Cmd_Argv(1), "origin"))
2860 if (Cmd_Argc() != 5)
2862 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
2865 origin[0] = atof(Cmd_Argv(2));
2866 origin[1] = atof(Cmd_Argv(3));
2867 origin[2] = atof(Cmd_Argv(4));
2869 else if (!strcmp(Cmd_Argv(1), "originx"))
2871 if (Cmd_Argc() != 3)
2873 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2876 origin[0] = atof(Cmd_Argv(2));
2878 else if (!strcmp(Cmd_Argv(1), "originy"))
2880 if (Cmd_Argc() != 3)
2882 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2885 origin[1] = atof(Cmd_Argv(2));
2887 else if (!strcmp(Cmd_Argv(1), "originz"))
2889 if (Cmd_Argc() != 3)
2891 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2894 origin[2] = atof(Cmd_Argv(2));
2896 else if (!strcmp(Cmd_Argv(1), "move"))
2898 if (Cmd_Argc() != 5)
2900 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
2903 origin[0] += atof(Cmd_Argv(2));
2904 origin[1] += atof(Cmd_Argv(3));
2905 origin[2] += atof(Cmd_Argv(4));
2907 else if (!strcmp(Cmd_Argv(1), "movex"))
2909 if (Cmd_Argc() != 3)
2911 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2914 origin[0] += atof(Cmd_Argv(2));
2916 else if (!strcmp(Cmd_Argv(1), "movey"))
2918 if (Cmd_Argc() != 3)
2920 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2923 origin[1] += atof(Cmd_Argv(2));
2925 else if (!strcmp(Cmd_Argv(1), "movez"))
2927 if (Cmd_Argc() != 3)
2929 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2932 origin[2] += atof(Cmd_Argv(2));
2934 if (!strcmp(Cmd_Argv(1), "angles"))
2936 if (Cmd_Argc() != 5)
2938 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
2941 angles[0] = atof(Cmd_Argv(2));
2942 angles[1] = atof(Cmd_Argv(3));
2943 angles[2] = atof(Cmd_Argv(4));
2945 else if (!strcmp(Cmd_Argv(1), "anglesx"))
2947 if (Cmd_Argc() != 3)
2949 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2952 angles[0] = atof(Cmd_Argv(2));
2954 else if (!strcmp(Cmd_Argv(1), "anglesy"))
2956 if (Cmd_Argc() != 3)
2958 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2961 angles[1] = atof(Cmd_Argv(2));
2963 else if (!strcmp(Cmd_Argv(1), "anglesz"))
2965 if (Cmd_Argc() != 3)
2967 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2970 angles[2] = atof(Cmd_Argv(2));
2972 else if (!strcmp(Cmd_Argv(1), "color"))
2974 if (Cmd_Argc() != 5)
2976 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
2979 color[0] = atof(Cmd_Argv(2));
2980 color[1] = atof(Cmd_Argv(3));
2981 color[2] = atof(Cmd_Argv(4));
2983 else if (!strcmp(Cmd_Argv(1), "radius"))
2985 if (Cmd_Argc() != 3)
2987 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2990 radius = atof(Cmd_Argv(2));
2992 else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "style"))
2994 if (Cmd_Argc() != 3)
2996 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2999 style = atoi(Cmd_Argv(2));
3001 else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "cubemap"))
3005 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3008 if (Cmd_Argc() == 3)
3009 strcpy(cubemapname, Cmd_Argv(2));
3013 else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "shadows"))
3015 if (Cmd_Argc() != 3)
3017 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3020 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3022 else if (!strcmp(Cmd_Argv(1), "corona"))
3024 if (Cmd_Argc() != 3)
3026 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3029 corona = atof(Cmd_Argv(2));
3033 Con_Printf("usage: r_editlights_edit [property] [value]\n");
3034 Con_Printf("Selected light's properties:\n");
3035 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3036 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3037 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3038 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
3039 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
3040 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
3041 Con_Printf("Shadows: %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3042 Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
3045 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
3046 r_shadow_selectedlight = NULL;
3047 R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadows, cubemapname);
3050 extern int con_vislines;
3051 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
3055 if (r_shadow_selectedlight == NULL)
3059 sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3060 sprintf(temp, "Origin %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3061 sprintf(temp, "Angles %f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3062 sprintf(temp, "Color %f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3063 sprintf(temp, "Radius %f", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3064 sprintf(temp, "Corona %f", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3065 sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3066 sprintf(temp, "Shadows %s", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3067 sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3070 void R_Shadow_EditLights_ToggleShadow_f(void)
3072 if (!r_editlights.integer)
3074 Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3077 if (!r_shadow_selectedlight)
3079 Con_Printf("No selected light.\n");
3082 R_Shadow_NewWorldLight(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);
3083 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
3084 r_shadow_selectedlight = NULL;
3087 void R_Shadow_EditLights_ToggleCorona_f(void)
3089 if (!r_editlights.integer)
3091 Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3094 if (!r_shadow_selectedlight)
3096 Con_Printf("No selected light.\n");
3099 R_Shadow_NewWorldLight(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);
3100 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
3101 r_shadow_selectedlight = NULL;
3104 void R_Shadow_EditLights_Remove_f(void)
3106 if (!r_editlights.integer)
3108 Con_Printf("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
3111 if (!r_shadow_selectedlight)
3113 Con_Printf("No selected light.\n");
3116 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
3117 r_shadow_selectedlight = NULL;
3120 void R_Shadow_EditLights_Help_f(void)
3123 "Documentation on r_editlights system:\n"
3125 "r_editlights : enable/disable editing mode\n"
3126 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
3127 "r_editlights_cursorpushback : push back cursor this far from surface\n"
3128 "r_editlights_cursorpushoff : push cursor off surface this far\n"
3129 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
3130 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
3131 "r_editlights_rtlightssizescale : imported rtlight size scaling\n"
3132 "r_editlights_rtlightscolorscale : imported rtlight color scaling\n"
3134 "r_editlights_help : this help\n"
3135 "r_editlights_clear : remove all lights\n"
3136 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
3137 "r_editlights_save : save to .rtlights file\n"
3138 "r_editlights_spawn : create a light with default settings\n"
3139 "r_editlights_edit command : edit selected light - more documentation below\n"
3140 "r_editlights_remove : remove selected light\n"
3141 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
3142 "r_editlights_importlightentitiesfrommap : reload light entities\n"
3143 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
3145 "origin x y z : set light location\n"
3146 "originx x: set x component of light location\n"
3147 "originy y: set y component of light location\n"
3148 "originz z: set z component of light location\n"
3149 "move x y z : adjust light location\n"
3150 "movex x: adjust x component of light location\n"
3151 "movey y: adjust y component of light location\n"
3152 "movez z: adjust z component of light location\n"
3153 "angles x y z : set light angles\n"
3154 "anglesx x: set x component of light angles\n"
3155 "anglesy y: set y component of light angles\n"
3156 "anglesz z: set z component of light angles\n"
3157 "color r g b : set color of light (can be brighter than 1 1 1)\n"
3158 "radius radius : set radius (size) of light\n"
3159 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
3160 "cubemap basename : set filter cubemap of light (not yet supported)\n"
3161 "shadows 1/0 : turn on/off shadows\n"
3162 "corona n : set corona intensity\n"
3163 "<nothing> : print light properties to console\n"
3167 void R_Shadow_EditLights_Init(void)
3169 Cvar_RegisterVariable(&r_editlights);
3170 Cvar_RegisterVariable(&r_editlights_cursordistance);
3171 Cvar_RegisterVariable(&r_editlights_cursorpushback);
3172 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
3173 Cvar_RegisterVariable(&r_editlights_cursorgrid);
3174 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
3175 Cvar_RegisterVariable(&r_editlights_rtlightssizescale);
3176 Cvar_RegisterVariable(&r_editlights_rtlightscolorscale);
3177 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
3178 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
3179 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
3180 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
3181 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
3182 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
3183 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
3184 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
3185 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
3186 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
3187 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);