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;
134 int maxtrianglefacinglight;
135 qbyte *trianglefacinglight;
136 int *trianglefacinglightlist;
143 rtexturepool_t *r_shadow_texturepool;
144 rtexture_t *r_shadow_normalcubetexture;
145 rtexture_t *r_shadow_attenuation2dtexture;
146 rtexture_t *r_shadow_attenuation3dtexture;
147 rtexture_t *r_shadow_blankbumptexture;
148 rtexture_t *r_shadow_blankglosstexture;
149 rtexture_t *r_shadow_blankwhitetexture;
151 // used only for light filters (cubemaps)
152 rtexturepool_t *r_shadow_filters_texturepool;
154 cvar_t r_shadow_realtime_world_lightmaps = {0, "r_shadow_realtime_world_lightmaps", "0"};
155 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
156 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
157 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
158 cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"};
159 cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "0"};
160 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
161 cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
162 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
163 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
164 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
165 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
166 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
167 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
168 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0"};
169 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1"};
170 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
171 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "10000"};
172 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
173 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
174 cvar_t r_shadow_worldshadows = {0, "r_shadow_worldshadows", "1"};
175 cvar_t r_shadow_dlightshadows = {CVAR_SAVE, "r_shadow_dlightshadows", "1"};
176 cvar_t r_shadow_showtris = {0, "r_shadow_showtris", "0"};
178 int c_rt_lights, c_rt_clears, c_rt_scissored;
179 int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
180 int c_rtcached_shadowmeshes, c_rtcached_shadowtris;
182 void R_Shadow_ClearWorldLights(void);
183 void R_Shadow_SaveWorldLights(void);
184 void R_Shadow_LoadWorldLights(void);
185 void R_Shadow_LoadLightsFile(void);
186 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
188 void r_shadow_start(void)
190 // allocate vertex processing arrays
191 r_shadow_mempool = Mem_AllocPool("R_Shadow");
192 maxshadowelements = 0;
193 shadowelements = NULL;
198 maxtrianglefacinglight = 0;
199 trianglefacinglight = NULL;
200 trianglefacinglightlist = NULL;
201 r_shadow_normalcubetexture = NULL;
202 r_shadow_attenuation2dtexture = NULL;
203 r_shadow_attenuation3dtexture = NULL;
204 r_shadow_blankbumptexture = NULL;
205 r_shadow_blankglosstexture = NULL;
206 r_shadow_blankwhitetexture = NULL;
207 r_shadow_texturepool = NULL;
208 r_shadow_filters_texturepool = NULL;
209 R_Shadow_ClearWorldLights();
210 r_shadow_reloadlights = true;
213 void r_shadow_shutdown(void)
215 R_Shadow_ClearWorldLights();
216 r_shadow_reloadlights = true;
217 r_shadow_normalcubetexture = NULL;
218 r_shadow_attenuation2dtexture = NULL;
219 r_shadow_attenuation3dtexture = NULL;
220 r_shadow_blankbumptexture = NULL;
221 r_shadow_blankglosstexture = NULL;
222 r_shadow_blankwhitetexture = NULL;
223 R_FreeTexturePool(&r_shadow_texturepool);
224 R_FreeTexturePool(&r_shadow_filters_texturepool);
225 maxshadowelements = 0;
226 shadowelements = NULL;
231 maxtrianglefacinglight = 0;
232 trianglefacinglight = NULL;
233 trianglefacinglightlist = NULL;
234 Mem_FreePool(&r_shadow_mempool);
237 void r_shadow_newmap(void)
239 R_Shadow_ClearWorldLights();
240 r_shadow_reloadlights = true;
243 void R_Shadow_Help_f(void)
246 "Documentation on r_shadow system:\n"
248 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
249 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
250 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
251 "r_shadow_realtime_world : use realtime world light rendering\n"
252 "r_shadow_realtime_dlight : use high quality dlight rendering\n"
253 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to rtlights\n"
254 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
255 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
256 "r_shadow_glossintensity : brightness of textured gloss\n"
257 "r_shadow_gloss2intensity : brightness of forced gloss\n"
258 "r_shadow_debuglight : render only this light number (-1 = all)\n"
259 "r_shadow_scissor : use scissor optimization\n"
260 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
261 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
262 "r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
263 "r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
264 "r_shadow_portallight : use portal visibility for static light precomputation\n"
265 "r_shadow_projectdistance : shadow volume projection distance\n"
266 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
267 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
268 "r_shadow_worldshadows : enable world shadows\n"
269 "r_shadow_dlightshadows : enable dlight shadows\n"
271 "r_shadow_help : this help\n"
275 void R_Shadow_Init(void)
277 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
278 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
279 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
280 Cvar_RegisterVariable(&r_shadow_realtime_world);
281 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
282 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
283 Cvar_RegisterVariable(&r_shadow_visiblevolumes);
284 Cvar_RegisterVariable(&r_shadow_gloss);
285 Cvar_RegisterVariable(&r_shadow_glossintensity);
286 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
287 Cvar_RegisterVariable(&r_shadow_debuglight);
288 Cvar_RegisterVariable(&r_shadow_scissor);
289 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
290 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
291 Cvar_RegisterVariable(&r_shadow_polygonfactor);
292 Cvar_RegisterVariable(&r_shadow_polygonoffset);
293 Cvar_RegisterVariable(&r_shadow_portallight);
294 Cvar_RegisterVariable(&r_shadow_projectdistance);
295 Cvar_RegisterVariable(&r_shadow_texture3d);
296 Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
297 Cvar_RegisterVariable(&r_shadow_worldshadows);
298 Cvar_RegisterVariable(&r_shadow_dlightshadows);
299 Cvar_RegisterVariable(&r_shadow_showtris);
300 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
301 R_Shadow_EditLights_Init();
302 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
305 matrix4x4_t matrix_attenuationxyz =
308 {0.5, 0.0, 0.0, 0.5},
309 {0.0, 0.5, 0.0, 0.5},
310 {0.0, 0.0, 0.5, 0.5},
315 matrix4x4_t matrix_attenuationz =
318 {0.0, 0.0, 0.5, 0.5},
319 {0.0, 0.0, 0.0, 0.0},
320 {0.0, 0.0, 0.0, 0.0},
325 void R_Shadow_ResizeTriangleFacingLight(int numtris)
327 // make sure trianglefacinglight is big enough for this volume
328 // ameks ru ertaignelaficgnilhg tsib gie ongu hof rhtsiv lomu e
329 // m4k3 5ur3 7r14ng13f4c1n5115h7 15 b15 3n0u5h f0r 7h15 v01um3
330 if (maxtrianglefacinglight < numtris)
332 maxtrianglefacinglight = numtris;
333 if (trianglefacinglight)
334 Mem_Free(trianglefacinglight);
335 if (trianglefacinglightlist)
336 Mem_Free(trianglefacinglightlist);
337 trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight);
338 trianglefacinglightlist = Mem_Alloc(r_shadow_mempool, sizeof(int) * maxtrianglefacinglight);
342 int *R_Shadow_ResizeShadowElements(int numtris)
344 // make sure shadowelements is big enough for this volume
345 if (maxshadowelements < numtris * 24)
347 maxshadowelements = numtris * 24;
349 Mem_Free(shadowelements);
350 shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
352 return shadowelements;
356 // readable version of some code found below
357 //if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
358 int PointInfrontOfTriangle(const float *p, const float *a, const float *b, const float *c)
360 float dir0[3], dir1[3], normal[3];
362 // calculate two mostly perpendicular edge directions
363 VectorSubtract(a, b, dir0);
364 VectorSubtract(c, b, dir1);
366 // we have two edge directions, we can calculate a third vector from
367 // them, which is the direction of the surface normal (it's magnitude
369 CrossProduct(dir0, dir1, normal);
371 // compare distance of light along normal, with distance of any point
372 // of the triangle along the same normal (the triangle is planar,
373 // I.E. flat, so all points give the same answer)
374 return DotProduct(p, normal) > DotProduct(a, normal);
376 int checkcastshadowfromedge(int t, int i)
380 if (t >= trianglerange_start && t < trianglerange_end)
382 if (t < i && !trianglefacinglight[t])
393 te = inelement3i + t * 3;
394 v[0] = invertex3f + te[0] * 3;
395 v[1] = invertex3f + te[1] * 3;
396 v[2] = invertex3f + te[2] * 3;
397 if (!PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
406 int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, int trianglerange_end, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *relativelightorigin, float projectdistance)
408 int i, j, tris = 0, numfacing = 0, vr[3], t, outvertices = 0;
410 const int *e, *n, *te;
413 // make sure trianglefacinglight is big enough for this volume
414 if (maxtrianglefacinglight < trianglerange_end)
415 R_Shadow_ResizeTriangleFacingLight(trianglerange_end);
417 if (maxvertexupdate < innumvertices)
419 maxvertexupdate = innumvertices;
421 Mem_Free(vertexupdate);
423 Mem_Free(vertexremap);
424 vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
425 vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
429 if (r_shadow_singlepassvolumegeneration.integer)
431 // one pass approach (identify lit/dark faces and generate sides while doing so)
432 for (i = trianglerange_start, e = inelement3i + i * 3, n = inneighbor3i + i * 3;i < trianglerange_end;i++, e += 3, n += 3)
434 // calculate triangle facing flag
435 v[0] = invertex3f + e[0] * 3;
436 v[1] = invertex3f + e[1] * 3;
437 v[2] = invertex3f + e[2] * 3;
438 if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
440 // make sure the vertices are created
441 for (j = 0;j < 3;j++)
443 if (vertexupdate[e[j]] != vertexupdatenum)
445 vertexupdate[e[j]] = vertexupdatenum;
446 vertexremap[e[j]] = outvertices;
447 VectorCopy(v[j], outvertex3f);
448 VectorSubtract(v[j], relativelightorigin, temp);
449 f = projectdistance / VectorLength(temp);
450 VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
455 // output the front and back triangles
456 vr[0] = vertexremap[e[0]];
457 vr[1] = vertexremap[e[1]];
458 vr[2] = vertexremap[e[2]];
459 outelement3i[0] = vr[0];
460 outelement3i[1] = vr[1];
461 outelement3i[2] = vr[2];
462 outelement3i[3] = vr[2] + 1;
463 outelement3i[4] = vr[1] + 1;
464 outelement3i[5] = vr[0] + 1;
467 // output the sides (facing outward from this triangle)
469 if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
471 outelement3i[0] = vr[1];
472 outelement3i[1] = vr[0];
473 outelement3i[2] = vr[0] + 1;
474 outelement3i[3] = vr[1];
475 outelement3i[4] = vr[0] + 1;
476 outelement3i[5] = vr[1] + 1;
481 if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
483 outelement3i[0] = vr[2];
484 outelement3i[1] = vr[1];
485 outelement3i[2] = vr[1] + 1;
486 outelement3i[3] = vr[2];
487 outelement3i[4] = vr[1] + 1;
488 outelement3i[5] = vr[2] + 1;
493 if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
495 outelement3i[0] = vr[0];
496 outelement3i[1] = vr[2];
497 outelement3i[2] = vr[2] + 1;
498 outelement3i[3] = vr[0];
499 outelement3i[4] = vr[2] + 1;
500 outelement3i[5] = vr[0] + 1;
507 // this triangle is not facing the light
508 // output the sides (facing inward to this triangle)
510 if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
512 vr[0] = vertexremap[e[0]];
513 vr[1] = vertexremap[e[1]];
514 outelement3i[0] = vr[1];
515 outelement3i[1] = vr[0] + 1;
516 outelement3i[2] = vr[0];
517 outelement3i[3] = vr[1];
518 outelement3i[4] = vr[1] + 1;
519 outelement3i[5] = vr[0] + 1;
524 if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
526 vr[1] = vertexremap[e[1]];
527 vr[2] = vertexremap[e[2]];
528 outelement3i[0] = vr[2];
529 outelement3i[1] = vr[1] + 1;
530 outelement3i[2] = vr[1];
531 outelement3i[3] = vr[2];
532 outelement3i[4] = vr[2] + 1;
533 outelement3i[5] = vr[1] + 1;
538 if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
540 vr[0] = vertexremap[e[0]];
541 vr[2] = vertexremap[e[2]];
542 outelement3i[0] = vr[0];
543 outelement3i[1] = vr[2] + 1;
544 outelement3i[2] = vr[2];
545 outelement3i[3] = vr[0];
546 outelement3i[4] = vr[0] + 1;
547 outelement3i[5] = vr[2] + 1;
556 // two pass approach (identify lit/dark faces and then generate sides)
557 for (i = trianglerange_start, e = inelement3i + i * 3, numfacing = 0;i < trianglerange_end;i++, e += 3)
559 // calculate triangle facing flag
560 v[0] = invertex3f + e[0] * 3;
561 v[1] = invertex3f + e[1] * 3;
562 v[2] = invertex3f + e[2] * 3;
563 if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
565 trianglefacinglightlist[numfacing++] = i;
566 // make sure the vertices are created
567 for (j = 0;j < 3;j++)
569 if (vertexupdate[e[j]] != vertexupdatenum)
571 vertexupdate[e[j]] = vertexupdatenum;
572 vertexremap[e[j]] = outvertices;
573 VectorSubtract(v[j], relativelightorigin, temp);
574 f = projectdistance / VectorLength(temp);
575 VectorCopy(v[j], outvertex3f);
576 VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
581 // output the front and back triangles
582 outelement3i[0] = vertexremap[e[0]];
583 outelement3i[1] = vertexremap[e[1]];
584 outelement3i[2] = vertexremap[e[2]];
585 outelement3i[3] = vertexremap[e[2]] + 1;
586 outelement3i[4] = vertexremap[e[1]] + 1;
587 outelement3i[5] = vertexremap[e[0]] + 1;
592 for (i = 0;i < numfacing;i++)
594 t = trianglefacinglightlist[i];
595 e = inelement3i + t * 3;
596 n = inneighbor3i + t * 3;
597 // output the sides (facing outward from this triangle)
599 if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
601 vr[0] = vertexremap[e[0]];
602 vr[1] = vertexremap[e[1]];
603 outelement3i[0] = vr[1];
604 outelement3i[1] = vr[0];
605 outelement3i[2] = vr[0] + 1;
606 outelement3i[3] = vr[1];
607 outelement3i[4] = vr[0] + 1;
608 outelement3i[5] = vr[1] + 1;
613 if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
615 vr[1] = vertexremap[e[1]];
616 vr[2] = vertexremap[e[2]];
617 outelement3i[0] = vr[2];
618 outelement3i[1] = vr[1];
619 outelement3i[2] = vr[1] + 1;
620 outelement3i[3] = vr[2];
621 outelement3i[4] = vr[1] + 1;
622 outelement3i[5] = vr[2] + 1;
627 if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
629 vr[0] = vertexremap[e[0]];
630 vr[2] = vertexremap[e[2]];
631 outelement3i[0] = vr[0];
632 outelement3i[1] = vr[2];
633 outelement3i[2] = vr[2] + 1;
634 outelement3i[3] = vr[0];
635 outelement3i[4] = vr[2] + 1;
636 outelement3i[5] = vr[0] + 1;
643 *outnumvertices = outvertices;
647 float varray_vertex3f2[65536*3];
649 void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
652 if (projectdistance < 0.1)
654 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
660 // make sure shadowelements is big enough for this volume
661 if (maxshadowelements < numtris * 24)
662 R_Shadow_ResizeShadowElements(numtris);
664 // check which triangles are facing the light, and then output
665 // triangle elements and vertices... by clever use of elements we
666 // can construct the whole shadow from the unprojected vertices and
667 // the projected vertices
668 if ((tris = R_Shadow_ConstructShadowVolume(numverts, 0, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, relativelightorigin, r_shadow_projectdistance.value/*projectdistance*/)))
670 GL_VertexPointer(varray_vertex3f2);
671 if (r_shadowstage == SHADOWSTAGE_STENCIL)
673 // decrement stencil if frontface is behind depthbuffer
674 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
675 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
676 R_Mesh_Draw(outverts, tris, shadowelements);
678 c_rt_shadowtris += numtris;
679 // increment stencil if backface is behind depthbuffer
680 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
681 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
683 R_Mesh_Draw(outverts, tris, shadowelements);
685 c_rt_shadowtris += numtris;
689 void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
692 if (r_shadowstage == SHADOWSTAGE_STENCIL)
694 // decrement stencil if frontface is behind depthbuffer
695 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
696 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
697 for (mesh = firstmesh;mesh;mesh = mesh->next)
699 GL_VertexPointer(mesh->vertex3f);
700 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
701 c_rtcached_shadowmeshes++;
702 c_rtcached_shadowtris += mesh->numtriangles;
704 // increment stencil if backface is behind depthbuffer
705 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
706 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
708 for (mesh = firstmesh;mesh;mesh = mesh->next)
710 GL_VertexPointer(mesh->vertex3f);
711 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
712 c_rtcached_shadowmeshes++;
713 c_rtcached_shadowtris += mesh->numtriangles;
717 float r_shadow_attenpower, r_shadow_attenscale;
718 static void R_Shadow_MakeTextures(void)
720 int x, y, z, d, side;
721 float v[3], s, t, intensity;
723 R_FreeTexturePool(&r_shadow_texturepool);
724 r_shadow_texturepool = R_AllocTexturePool();
725 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
726 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
728 #define ATTEN2DSIZE 64
729 #define ATTEN3DSIZE 32
730 data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)));
735 r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
740 r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
745 r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
746 if (gl_texturecubemap)
748 for (side = 0;side < 6;side++)
750 for (y = 0;y < NORMSIZE;y++)
752 for (x = 0;x < NORMSIZE;x++)
754 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
755 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
789 intensity = 127.0f / sqrt(DotProduct(v, v));
790 data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0];
791 data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1];
792 data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2];
793 data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255;
797 r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
800 r_shadow_normalcubetexture = NULL;
801 for (y = 0;y < ATTEN2DSIZE;y++)
803 for (x = 0;x < ATTEN2DSIZE;x++)
805 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
806 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
808 intensity = 1.0f - sqrt(DotProduct(v, v));
810 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
811 d = bound(0, intensity, 255);
812 data[(y*ATTEN2DSIZE+x)*4+0] = d;
813 data[(y*ATTEN2DSIZE+x)*4+1] = d;
814 data[(y*ATTEN2DSIZE+x)*4+2] = d;
815 data[(y*ATTEN2DSIZE+x)*4+3] = d;
818 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
819 if (r_shadow_texture3d.integer)
821 for (z = 0;z < ATTEN3DSIZE;z++)
823 for (y = 0;y < ATTEN3DSIZE;y++)
825 for (x = 0;x < ATTEN3DSIZE;x++)
827 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
828 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
829 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
830 intensity = 1.0f - sqrt(DotProduct(v, v));
832 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
833 d = bound(0, intensity, 255);
834 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
835 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
836 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
837 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
841 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
846 void R_Shadow_Stage_Begin(void)
850 if (r_shadow_texture3d.integer && !gl_texture3d)
851 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
853 if (!r_shadow_attenuation2dtexture
854 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
855 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
856 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
857 R_Shadow_MakeTextures();
859 memset(&m, 0, sizeof(m));
860 GL_BlendFunc(GL_ONE, GL_ZERO);
863 R_Mesh_State_Texture(&m);
864 GL_Color(0, 0, 0, 1);
865 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
866 GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
867 r_shadowstage = SHADOWSTAGE_NONE;
869 c_rt_lights = c_rt_clears = c_rt_scissored = 0;
870 c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
871 c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
874 void R_Shadow_LoadWorldLightsIfNeeded(void)
876 if (r_shadow_reloadlights && cl.worldmodel)
878 R_Shadow_ClearWorldLights();
879 r_shadow_reloadlights = false;
880 R_Shadow_LoadWorldLights();
881 if (r_shadow_worldlightchain == NULL)
883 R_Shadow_LoadLightsFile();
884 if (r_shadow_worldlightchain == NULL)
885 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
890 void R_Shadow_Stage_ShadowVolumes(void)
893 memset(&m, 0, sizeof(m));
894 R_Mesh_State_Texture(&m);
895 GL_Color(1, 1, 1, 1);
896 qglColorMask(0, 0, 0, 0);
897 GL_BlendFunc(GL_ONE, GL_ZERO);
900 qglPolygonOffset(r_shadow_polygonfactor.value, r_shadow_polygonoffset.value);
901 //if (r_shadow_polygonoffset.value != 0)
903 // qglPolygonOffset(r_shadow_polygonfactor.value, r_shadow_polygonoffset.value);
904 // qglEnable(GL_POLYGON_OFFSET_FILL);
907 // qglDisable(GL_POLYGON_OFFSET_FILL);
908 qglDepthFunc(GL_LESS);
909 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
910 qglEnable(GL_STENCIL_TEST);
911 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
912 qglStencilFunc(GL_ALWAYS, 128, 0xFF);
913 r_shadowstage = SHADOWSTAGE_STENCIL;
914 qglClear(GL_STENCIL_BUFFER_BIT);
916 // LordHavoc note: many shadow volumes reside entirely inside the world
917 // (that is to say they are entirely bounded by their lit surfaces),
918 // which can be optimized by handling things as an inverted light volume,
919 // with the shadow boundaries of the world being simulated by an altered
920 // (129) bias to stencil clearing on such lights
921 // FIXME: generate inverted light volumes for use as shadow volumes and
922 // optimize for them as noted above
925 void R_Shadow_Stage_LightWithoutShadows(void)
928 memset(&m, 0, sizeof(m));
929 R_Mesh_State_Texture(&m);
930 GL_BlendFunc(GL_ONE, GL_ONE);
933 qglPolygonOffset(0, 0);
934 //qglDisable(GL_POLYGON_OFFSET_FILL);
935 GL_Color(1, 1, 1, 1);
936 qglColorMask(1, 1, 1, 1);
937 qglDepthFunc(GL_EQUAL);
938 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
939 qglDisable(GL_STENCIL_TEST);
940 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
941 qglStencilFunc(GL_EQUAL, 128, 0xFF);
942 r_shadowstage = SHADOWSTAGE_LIGHT;
946 void R_Shadow_Stage_LightWithShadows(void)
949 memset(&m, 0, sizeof(m));
950 R_Mesh_State_Texture(&m);
951 GL_BlendFunc(GL_ONE, GL_ONE);
954 qglPolygonOffset(0, 0);
955 //qglDisable(GL_POLYGON_OFFSET_FILL);
956 GL_Color(1, 1, 1, 1);
957 qglColorMask(1, 1, 1, 1);
958 qglDepthFunc(GL_EQUAL);
959 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
960 qglEnable(GL_STENCIL_TEST);
961 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
962 // only draw light where this geometry was already rendered AND the
963 // stencil is 128 (values other than this mean shadow)
964 qglStencilFunc(GL_EQUAL, 128, 0xFF);
965 r_shadowstage = SHADOWSTAGE_LIGHT;
969 void R_Shadow_Stage_End(void)
972 memset(&m, 0, sizeof(m));
973 R_Mesh_State_Texture(&m);
974 GL_BlendFunc(GL_ONE, GL_ZERO);
977 qglPolygonOffset(0, 0);
978 //qglDisable(GL_POLYGON_OFFSET_FILL);
979 GL_Color(1, 1, 1, 1);
980 qglColorMask(1, 1, 1, 1);
981 GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
982 qglDepthFunc(GL_LEQUAL);
983 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
984 qglDisable(GL_STENCIL_TEST);
985 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
986 qglStencilFunc(GL_ALWAYS, 128, 0xFF);
987 r_shadowstage = SHADOWSTAGE_NONE;
990 int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
992 int i, ix1, iy1, ix2, iy2;
993 float x1, y1, x2, y2, x, y, f;
996 if (!r_shadow_scissor.integer)
998 // if view is inside the box, just say yes it's visible
999 // LordHavoc: for some odd reason scissor seems broken without stencil
1000 // (?!? seems like a driver bug) so abort if gl_stencil is false
1001 if (!gl_stencil || BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1003 GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
1006 for (i = 0;i < 3;i++)
1008 if (r_viewforward[i] >= 0)
1019 f = DotProduct(r_viewforward, r_vieworigin) + 1;
1020 if (DotProduct(r_viewforward, v2) <= f)
1022 // entirely behind nearclip plane
1025 if (DotProduct(r_viewforward, v) >= f)
1027 // entirely infront of nearclip plane
1028 x1 = y1 = x2 = y2 = 0;
1029 for (i = 0;i < 8;i++)
1031 v[0] = (i & 1) ? mins[0] : maxs[0];
1032 v[1] = (i & 2) ? mins[1] : maxs[1];
1033 v[2] = (i & 4) ? mins[2] : maxs[2];
1035 GL_TransformToScreen(v, v2);
1036 //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]);
1055 // clipped by nearclip plane
1056 // this is nasty and crude...
1057 // create viewspace bbox
1058 for (i = 0;i < 8;i++)
1060 v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_vieworigin[0];
1061 v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_vieworigin[1];
1062 v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_vieworigin[2];
1063 v2[0] = -DotProduct(v, r_viewleft);
1064 v2[1] = DotProduct(v, r_viewup);
1065 v2[2] = DotProduct(v, r_viewforward);
1068 if (smins[0] > v2[0]) smins[0] = v2[0];
1069 if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
1070 if (smins[1] > v2[1]) smins[1] = v2[1];
1071 if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
1072 if (smins[2] > v2[2]) smins[2] = v2[2];
1073 if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
1077 smins[0] = smaxs[0] = v2[0];
1078 smins[1] = smaxs[1] = v2[1];
1079 smins[2] = smaxs[2] = v2[2];
1082 // now we have a bbox in viewspace
1083 // clip it to the view plane
1086 // return true if that culled the box
1087 if (smins[2] >= smaxs[2])
1089 // ok some of it is infront of the view, transform each corner back to
1090 // worldspace and then to screenspace and make screen rect
1091 // initialize these variables just to avoid compiler warnings
1092 x1 = y1 = x2 = y2 = 0;
1093 for (i = 0;i < 8;i++)
1095 v2[0] = (i & 1) ? smins[0] : smaxs[0];
1096 v2[1] = (i & 2) ? smins[1] : smaxs[1];
1097 v2[2] = (i & 4) ? smins[2] : smaxs[2];
1098 v[0] = v2[0] * -r_viewleft[0] + v2[1] * r_viewup[0] + v2[2] * r_viewforward[0] + r_vieworigin[0];
1099 v[1] = v2[0] * -r_viewleft[1] + v2[1] * r_viewup[1] + v2[2] * r_viewforward[1] + r_vieworigin[1];
1100 v[2] = v2[0] * -r_viewleft[2] + v2[1] * r_viewup[2] + v2[2] * r_viewforward[2] + r_vieworigin[2];
1102 GL_TransformToScreen(v, v2);
1103 //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]);
1120 // this code doesn't handle boxes with any points behind view properly
1121 x1 = 1000;x2 = -1000;
1122 y1 = 1000;y2 = -1000;
1123 for (i = 0;i < 8;i++)
1125 v[0] = (i & 1) ? mins[0] : maxs[0];
1126 v[1] = (i & 2) ? mins[1] : maxs[1];
1127 v[2] = (i & 4) ? mins[2] : maxs[2];
1129 GL_TransformToScreen(v, v2);
1130 //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]);
1148 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1149 if (ix1 < r_refdef.x) ix1 = r_refdef.x;
1150 if (iy1 < r_refdef.y) iy1 = r_refdef.y;
1151 if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width;
1152 if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height;
1153 if (ix2 <= ix1 || iy2 <= iy1)
1155 // set up the scissor rectangle
1156 GL_Scissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1157 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1158 //qglEnable(GL_SCISSOR_TEST);
1163 void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
1165 float *color4f = varray_color4f;
1166 float dist, dot, intensity, v[3], n[3];
1167 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1169 Matrix4x4_Transform(m, vertex3f, v);
1170 if ((dist = DotProduct(v, v)) < 1)
1172 Matrix4x4_Transform3x3(m, normal3f, n);
1173 if ((dot = DotProduct(n, v)) > 0)
1176 intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
1177 VectorScale(lightcolor, intensity, color4f);
1182 VectorClear(color4f);
1188 VectorClear(color4f);
1194 void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
1196 float *color4f = varray_color4f;
1197 float dist, dot, intensity, v[3], n[3];
1198 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1200 Matrix4x4_Transform(m, vertex3f, v);
1201 if ((dist = fabs(v[2])) < 1)
1203 Matrix4x4_Transform3x3(m, normal3f, n);
1204 if ((dot = DotProduct(n, v)) > 0)
1206 intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
1207 VectorScale(lightcolor, intensity, color4f);
1212 VectorClear(color4f);
1218 VectorClear(color4f);
1224 // FIXME: this should be done in a vertex program when possible
1225 // FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE
1226 void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1230 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1231 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1232 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1239 void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1243 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1244 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1251 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)
1255 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1257 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1258 // the cubemap normalizes this for us
1259 out3f[0] = DotProduct(svector3f, lightdir);
1260 out3f[1] = DotProduct(tvector3f, lightdir);
1261 out3f[2] = DotProduct(normal3f, lightdir);
1265 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)
1268 float lightdir[3], eyedir[3], halfdir[3];
1269 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1271 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1272 VectorNormalizeFast(lightdir);
1273 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1274 VectorNormalizeFast(eyedir);
1275 VectorAdd(lightdir, eyedir, halfdir);
1276 // the cubemap normalizes this for us
1277 out3f[0] = DotProduct(svector3f, halfdir);
1278 out3f[1] = DotProduct(tvector3f, halfdir);
1279 out3f[2] = DotProduct(normal3f, halfdir);
1283 void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
1286 float color[3], color2[3];
1288 GL_VertexPointer(vertex3f);
1289 if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
1292 bumptexture = r_shadow_blankbumptexture;
1294 // colorscale accounts for how much we multiply the brightness during combine
1295 // mult is how many times the final pass of the lighting will be
1296 // performed to get more brightness than otherwise possible
1297 // limit mult to 64 for sanity sake
1298 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1300 // 3/2 3D combine path (Geforce3, Radeon 8500)
1301 memset(&m, 0, sizeof(m));
1302 m.tex[0] = R_GetTexture(bumptexture);
1303 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1304 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1305 m.texcombinergb[0] = GL_REPLACE;
1306 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1307 m.pointer_texcoord[0] = texcoord2f;
1308 m.pointer_texcoord[1] = varray_texcoord3f[1];
1309 m.pointer_texcoord[2] = varray_texcoord3f[2];
1310 R_Mesh_State_Texture(&m);
1311 qglColorMask(0,0,0,1);
1312 GL_BlendFunc(GL_ONE, GL_ZERO);
1313 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1314 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
1315 R_Mesh_Draw(numverts, numtriangles, elements);
1317 c_rt_lighttris += numtriangles;
1319 memset(&m, 0, sizeof(m));
1320 m.tex[0] = R_GetTexture(basetexture);
1321 m.pointer_texcoord[0] = texcoord2f;
1324 m.texcubemap[1] = R_GetTexture(lightcubemap);
1325 m.pointer_texcoord[1] = varray_texcoord3f[1];
1326 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1328 R_Mesh_State_Texture(&m);
1329 qglColorMask(1,1,1,0);
1330 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1331 VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
1332 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1334 color[0] = bound(0, color2[0], 1);
1335 color[1] = bound(0, color2[1], 1);
1336 color[2] = bound(0, color2[2], 1);
1337 GL_Color(color[0], color[1], color[2], 1);
1338 R_Mesh_Draw(numverts, numtriangles, elements);
1340 c_rt_lighttris += numtriangles;
1343 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
1345 // 1/2/2 3D combine path (original Radeon)
1346 memset(&m, 0, sizeof(m));
1347 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1348 m.pointer_texcoord[0] = varray_texcoord3f[0];
1349 R_Mesh_State_Texture(&m);
1350 qglColorMask(0,0,0,1);
1351 GL_BlendFunc(GL_ONE, GL_ZERO);
1352 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1353 R_Mesh_Draw(numverts, numtriangles, elements);
1355 c_rt_lighttris += numtriangles;
1357 memset(&m, 0, sizeof(m));
1358 m.tex[0] = R_GetTexture(bumptexture);
1359 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1360 m.texcombinergb[0] = GL_REPLACE;
1361 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1362 m.pointer_texcoord[0] = texcoord2f;
1363 m.pointer_texcoord[1] = varray_texcoord3f[1];
1364 R_Mesh_State_Texture(&m);
1365 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1366 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1367 R_Mesh_Draw(numverts, numtriangles, elements);
1369 c_rt_lighttris += numtriangles;
1371 memset(&m, 0, sizeof(m));
1372 m.tex[0] = R_GetTexture(basetexture);
1373 m.pointer_texcoord[0] = texcoord2f;
1376 m.texcubemap[1] = R_GetTexture(lightcubemap);
1377 m.pointer_texcoord[1] = varray_texcoord3f[1];
1378 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1380 R_Mesh_State_Texture(&m);
1381 qglColorMask(1,1,1,0);
1382 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1383 VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
1384 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1386 color[0] = bound(0, color2[0], 1);
1387 color[1] = bound(0, color2[1], 1);
1388 color[2] = bound(0, color2[2], 1);
1389 GL_Color(color[0], color[1], color[2], 1);
1390 R_Mesh_Draw(numverts, numtriangles, elements);
1392 c_rt_lighttris += numtriangles;
1395 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
1397 // 2/2 3D combine path (original Radeon)
1398 memset(&m, 0, sizeof(m));
1399 m.tex[0] = R_GetTexture(bumptexture);
1400 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1401 m.texcombinergb[0] = GL_REPLACE;
1402 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1403 m.pointer_texcoord[0] = texcoord2f;
1404 m.pointer_texcoord[1] = varray_texcoord3f[1];
1405 R_Mesh_State_Texture(&m);
1406 qglColorMask(0,0,0,1);
1407 GL_BlendFunc(GL_ONE, GL_ZERO);
1408 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1409 R_Mesh_Draw(numverts, numtriangles, elements);
1411 c_rt_lighttris += numtriangles;
1413 memset(&m, 0, sizeof(m));
1414 m.tex[0] = R_GetTexture(basetexture);
1415 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1416 m.pointer_texcoord[0] = texcoord2f;
1417 m.pointer_texcoord[1] = varray_texcoord3f[1];
1418 R_Mesh_State_Texture(&m);
1419 qglColorMask(1,1,1,0);
1420 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1421 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
1422 VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
1423 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1425 color[0] = bound(0, color2[0], 1);
1426 color[1] = bound(0, color2[1], 1);
1427 color[2] = bound(0, color2[2], 1);
1428 GL_Color(color[0], color[1], color[2], 1);
1429 R_Mesh_Draw(numverts, numtriangles, elements);
1431 c_rt_lighttris += numtriangles;
1434 else if (r_textureunits.integer >= 4)
1436 // 4/2 2D combine path (Geforce3, Radeon 8500)
1437 memset(&m, 0, sizeof(m));
1438 m.tex[0] = R_GetTexture(bumptexture);
1439 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1440 m.texcombinergb[0] = GL_REPLACE;
1441 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1442 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1443 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1444 m.pointer_texcoord[0] = texcoord2f;
1445 m.pointer_texcoord[1] = varray_texcoord3f[1];
1446 m.pointer_texcoord[2] = varray_texcoord2f[2];
1447 m.pointer_texcoord[3] = varray_texcoord2f[3];
1448 R_Mesh_State_Texture(&m);
1449 qglColorMask(0,0,0,1);
1450 GL_BlendFunc(GL_ONE, GL_ZERO);
1451 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1452 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
1453 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
1454 R_Mesh_Draw(numverts, numtriangles, elements);
1456 c_rt_lighttris += numtriangles;
1458 memset(&m, 0, sizeof(m));
1459 m.tex[0] = R_GetTexture(basetexture);
1460 m.pointer_texcoord[0] = texcoord2f;
1463 m.texcubemap[1] = R_GetTexture(lightcubemap);
1464 m.pointer_texcoord[1] = varray_texcoord3f[1];
1465 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1467 R_Mesh_State_Texture(&m);
1468 qglColorMask(1,1,1,0);
1469 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1470 VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
1471 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1473 color[0] = bound(0, color2[0], 1);
1474 color[1] = bound(0, color2[1], 1);
1475 color[2] = bound(0, color2[2], 1);
1476 GL_Color(color[0], color[1], color[2], 1);
1477 R_Mesh_Draw(numverts, numtriangles, elements);
1479 c_rt_lighttris += numtriangles;
1484 // 2/2/2 2D combine path (any dot3 card)
1485 memset(&m, 0, sizeof(m));
1486 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1487 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1488 m.pointer_texcoord[0] = varray_texcoord2f[0];
1489 m.pointer_texcoord[1] = varray_texcoord2f[1];
1490 R_Mesh_State_Texture(&m);
1491 qglColorMask(0,0,0,1);
1492 GL_BlendFunc(GL_ONE, GL_ZERO);
1493 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1494 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
1495 R_Mesh_Draw(numverts, numtriangles, elements);
1497 c_rt_lighttris += numtriangles;
1499 memset(&m, 0, sizeof(m));
1500 m.tex[0] = R_GetTexture(bumptexture);
1501 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1502 m.texcombinergb[0] = GL_REPLACE;
1503 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1504 m.pointer_texcoord[0] = texcoord2f;
1505 m.pointer_texcoord[1] = varray_texcoord3f[1];
1506 R_Mesh_State_Texture(&m);
1507 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1508 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
1509 R_Mesh_Draw(numverts, numtriangles, elements);
1511 c_rt_lighttris += numtriangles;
1513 memset(&m, 0, sizeof(m));
1514 m.tex[0] = R_GetTexture(basetexture);
1515 m.pointer_texcoord[0] = texcoord2f;
1518 m.texcubemap[1] = R_GetTexture(lightcubemap);
1519 m.pointer_texcoord[1] = varray_texcoord3f[1];
1520 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1522 R_Mesh_State_Texture(&m);
1523 qglColorMask(1,1,1,0);
1524 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1525 VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
1526 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1528 color[0] = bound(0, color2[0], 1);
1529 color[1] = bound(0, color2[1], 1);
1530 color[2] = bound(0, color2[2], 1);
1531 GL_Color(color[0], color[1], color[2], 1);
1532 R_Mesh_Draw(numverts, numtriangles, elements);
1534 c_rt_lighttris += numtriangles;
1540 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1541 GL_DepthMask(false);
1543 GL_ColorPointer(varray_color4f);
1544 VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
1545 memset(&m, 0, sizeof(m));
1546 m.tex[0] = R_GetTexture(basetexture);
1547 m.pointer_texcoord[0] = texcoord2f;
1548 if (r_textureunits.integer >= 2)
1551 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1552 m.pointer_texcoord[1] = varray_texcoord2f[1];
1553 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
1555 R_Mesh_State_Texture(&m);
1556 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1558 color[0] = bound(0, color2[0], 1);
1559 color[1] = bound(0, color2[1], 1);
1560 color[2] = bound(0, color2[2], 1);
1561 if (r_textureunits.integer >= 2)
1562 R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltolight);
1564 R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltolight);
1565 R_Mesh_Draw(numverts, numtriangles, elements);
1567 c_rt_lighttris += numtriangles;
1572 void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
1575 float color[3], color2[3], colorscale;
1577 if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil)
1580 glosstexture = r_shadow_blankglosstexture;
1581 if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
1583 colorscale = r_shadow_glossintensity.value;
1585 bumptexture = r_shadow_blankbumptexture;
1586 if (glosstexture == r_shadow_blankglosstexture)
1587 colorscale *= r_shadow_gloss2intensity.value;
1588 GL_VertexPointer(vertex3f);
1590 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
1592 // 2/0/0/1/2 3D combine blendsquare path
1593 memset(&m, 0, sizeof(m));
1594 m.tex[0] = R_GetTexture(bumptexture);
1595 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1596 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1597 m.pointer_texcoord[0] = texcoord2f;
1598 m.pointer_texcoord[1] = varray_texcoord3f[1];
1599 R_Mesh_State_Texture(&m);
1600 qglColorMask(0,0,0,1);
1601 // this squares the result
1602 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1603 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
1604 R_Mesh_Draw(numverts, numtriangles, elements);
1606 c_rt_lighttris += numtriangles;
1608 memset(&m, 0, sizeof(m));
1609 R_Mesh_State_Texture(&m);
1610 // square alpha in framebuffer a few times to make it shiny
1611 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1612 // these comments are a test run through this math for intensity 0.5
1613 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1614 // 0.25 * 0.25 = 0.0625 (this is another pass)
1615 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1616 R_Mesh_Draw(numverts, numtriangles, elements);
1618 c_rt_lighttris += numtriangles;
1619 R_Mesh_Draw(numverts, numtriangles, elements);
1621 c_rt_lighttris += numtriangles;
1623 memset(&m, 0, sizeof(m));
1624 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1625 m.pointer_texcoord[0] = varray_texcoord3f[0];
1626 R_Mesh_State_Texture(&m);
1627 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1628 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1629 R_Mesh_Draw(numverts, numtriangles, elements);
1631 c_rt_lighttris += numtriangles;
1633 memset(&m, 0, sizeof(m));
1634 m.tex[0] = R_GetTexture(glosstexture);
1637 m.texcubemap[1] = R_GetTexture(lightcubemap);
1638 m.pointer_texcoord[1] = varray_texcoord3f[1];
1639 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1641 m.pointer_texcoord[0] = texcoord2f;
1642 R_Mesh_State_Texture(&m);
1643 qglColorMask(1,1,1,0);
1644 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1645 VectorScale(lightcolor, colorscale, color2);
1646 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1648 color[0] = bound(0, color2[0], 1);
1649 color[1] = bound(0, color2[1], 1);
1650 color[2] = bound(0, color2[2], 1);
1651 GL_Color(color[0], color[1], color[2], 1);
1652 R_Mesh_Draw(numverts, numtriangles, elements);
1654 c_rt_lighttris += numtriangles;
1657 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
1659 // 2/0/0/2 3D combine blendsquare path
1660 memset(&m, 0, sizeof(m));
1661 m.tex[0] = R_GetTexture(bumptexture);
1662 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1663 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1664 m.pointer_texcoord[0] = texcoord2f;
1665 m.pointer_texcoord[1] = varray_texcoord3f[1];
1666 R_Mesh_State_Texture(&m);
1667 qglColorMask(0,0,0,1);
1668 // this squares the result
1669 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1670 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
1671 R_Mesh_Draw(numverts, numtriangles, elements);
1673 c_rt_lighttris += numtriangles;
1675 memset(&m, 0, sizeof(m));
1676 R_Mesh_State_Texture(&m);
1677 // square alpha in framebuffer a few times to make it shiny
1678 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1679 // these comments are a test run through this math for intensity 0.5
1680 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1681 // 0.25 * 0.25 = 0.0625 (this is another pass)
1682 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1683 R_Mesh_Draw(numverts, numtriangles, elements);
1685 c_rt_lighttris += numtriangles;
1686 R_Mesh_Draw(numverts, numtriangles, elements);
1688 c_rt_lighttris += numtriangles;
1690 memset(&m, 0, sizeof(m));
1691 m.tex[0] = R_GetTexture(glosstexture);
1692 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1693 m.pointer_texcoord[0] = texcoord2f;
1694 m.pointer_texcoord[1] = varray_texcoord3f[1];
1695 R_Mesh_State_Texture(&m);
1696 qglColorMask(1,1,1,0);
1697 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1698 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
1699 VectorScale(lightcolor, colorscale, color2);
1700 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1702 color[0] = bound(0, color2[0], 1);
1703 color[1] = bound(0, color2[1], 1);
1704 color[2] = bound(0, color2[2], 1);
1705 GL_Color(color[0], color[1], color[2], 1);
1706 R_Mesh_Draw(numverts, numtriangles, elements);
1708 c_rt_lighttris += numtriangles;
1711 else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
1713 // 2/0/0/2/2 2D combine blendsquare path
1714 memset(&m, 0, sizeof(m));
1715 m.tex[0] = R_GetTexture(bumptexture);
1716 m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
1717 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1718 m.pointer_texcoord[0] = texcoord2f;
1719 m.pointer_texcoord[1] = varray_texcoord3f[1];
1720 R_Mesh_State_Texture(&m);
1721 qglColorMask(0,0,0,1);
1722 // this squares the result
1723 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1724 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
1725 R_Mesh_Draw(numverts, numtriangles, elements);
1727 c_rt_lighttris += numtriangles;
1729 memset(&m, 0, sizeof(m));
1730 R_Mesh_State_Texture(&m);
1731 // square alpha in framebuffer a few times to make it shiny
1732 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1733 // these comments are a test run through this math for intensity 0.5
1734 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1735 // 0.25 * 0.25 = 0.0625 (this is another pass)
1736 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1737 R_Mesh_Draw(numverts, numtriangles, elements);
1739 c_rt_lighttris += numtriangles;
1740 R_Mesh_Draw(numverts, numtriangles, elements);
1742 c_rt_lighttris += numtriangles;
1744 memset(&m, 0, sizeof(m));
1745 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1746 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1747 m.pointer_texcoord[0] = varray_texcoord2f[0];
1748 m.pointer_texcoord[1] = varray_texcoord2f[1];
1749 R_Mesh_State_Texture(&m);
1750 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1751 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
1752 R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
1753 R_Mesh_Draw(numverts, numtriangles, elements);
1755 c_rt_lighttris += numtriangles;
1757 memset(&m, 0, sizeof(m));
1758 m.tex[0] = R_GetTexture(glosstexture);
1761 m.texcubemap[1] = R_GetTexture(lightcubemap);
1762 m.pointer_texcoord[1] = varray_texcoord3f[1];
1763 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
1765 m.pointer_texcoord[0] = texcoord2f;
1766 R_Mesh_State_Texture(&m);
1767 qglColorMask(1,1,1,0);
1768 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1769 VectorScale(lightcolor, colorscale, color2);
1770 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1772 color[0] = bound(0, color2[0], 1);
1773 color[1] = bound(0, color2[1], 1);
1774 color[2] = bound(0, color2[2], 1);
1775 GL_Color(color[0], color[1], color[2], 1);
1776 R_Mesh_Draw(numverts, numtriangles, elements);
1778 c_rt_lighttris += numtriangles;
1784 void R_Shadow_DrawStaticWorldLight_Shadow(worldlight_t *light, matrix4x4_t *matrix)
1786 R_Mesh_Matrix(matrix);
1787 if (r_shadow_showtris.integer)
1791 int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
1792 int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
1793 qglDisable(GL_DEPTH_TEST);
1794 qglDisable(GL_STENCIL_TEST);
1795 //qglDisable(GL_CULL_FACE);
1796 qglColorMask(1,1,1,1);
1797 memset(&m, 0, sizeof(m));
1798 R_Mesh_State_Texture(&m);
1799 GL_Color(0,0.1,0,1);
1800 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1801 for (mesh = light->meshchain_shadow;mesh;mesh = mesh->next)
1803 GL_VertexPointer(mesh->vertex3f);
1804 R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
1806 //qglEnable(GL_CULL_FACE);
1808 qglEnable(GL_DEPTH_TEST);
1811 qglEnable(GL_STENCIL_TEST);
1812 qglColorMask(0,0,0,0);
1815 R_Shadow_RenderShadowMeshVolume(light->meshchain_shadow);
1818 void R_Shadow_DrawStaticWorldLight_Light(worldlight_t *light, matrix4x4_t *matrix, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
1821 R_Mesh_Matrix(matrix);
1822 if (r_shadow_showtris.integer)
1825 int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
1826 int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
1827 qglDisable(GL_DEPTH_TEST);
1828 qglDisable(GL_STENCIL_TEST);
1829 //qglDisable(GL_CULL_FACE);
1830 memset(&m, 0, sizeof(m));
1831 R_Mesh_State_Texture(&m);
1832 GL_Color(0.2,0,0,1);
1833 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1834 for (mesh = light->meshchain_light;mesh;mesh = mesh->next)
1836 GL_VertexPointer(mesh->vertex3f);
1837 R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
1839 //qglEnable(GL_CULL_FACE);
1841 qglEnable(GL_DEPTH_TEST);
1843 qglEnable(GL_STENCIL_TEST);
1845 for (mesh = light->meshchain_light;mesh;mesh = mesh->next)
1847 R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, light->cubemap);
1848 R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, light->cubemap);
1852 cvar_t r_editlights = {0, "r_editlights", "0"};
1853 cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
1854 cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
1855 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
1856 cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
1857 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
1858 cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
1859 cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
1860 worldlight_t *r_shadow_worldlightchain;
1861 worldlight_t *r_shadow_selectedlight;
1862 vec3_t r_editlights_cursorlocation;
1864 static int lightpvsbytes;
1865 static qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8];
1867 typedef struct cubemapinfo_s
1870 rtexture_t *texture;
1874 #define MAX_CUBEMAPS 128
1875 static int numcubemaps;
1876 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
1878 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
1879 typedef struct suffixinfo_s
1882 int flipx, flipy, flipdiagonal;
1885 static suffixinfo_t suffix[3][6] =
1888 {"posx", false, false, false},
1889 {"negx", false, false, false},
1890 {"posy", false, false, false},
1891 {"negy", false, false, false},
1892 {"posz", false, false, false},
1893 {"negz", false, false, false}
1896 {"px", false, false, false},
1897 {"nx", false, false, false},
1898 {"py", false, false, false},
1899 {"ny", false, false, false},
1900 {"pz", false, false, false},
1901 {"nz", false, false, false}
1904 {"ft", true, false, true},
1905 {"bk", false, true, true},
1906 {"lf", true, true, false},
1907 {"rt", false, false, false},
1908 {"up", false, false, false},
1909 {"dn", false, false, false}
1913 static int componentorder[4] = {0, 1, 2, 3};
1915 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
1917 int i, j, cubemapsize;
1918 qbyte *cubemappixels, *image_rgba;
1919 rtexture_t *cubemaptexture;
1921 // must start 0 so the first loadimagepixels has no requested width/height
1923 cubemappixels = NULL;
1924 cubemaptexture = NULL;
1925 for (j = 0;j < 3 && !cubemappixels;j++)
1927 for (i = 0;i < 6;i++)
1929 snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
1930 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
1932 if (image_width == image_height)
1934 if (!cubemappixels && image_width >= 1)
1936 cubemapsize = image_width;
1937 // note this clears to black, so unavailable sizes are black
1938 cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
1941 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);
1944 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
1945 Mem_Free(image_rgba);
1951 if (!r_shadow_filters_texturepool)
1952 r_shadow_filters_texturepool = R_AllocTexturePool();
1953 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
1954 Mem_Free(cubemappixels);
1958 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
1959 for (j = 0;j < 3;j++)
1960 for (i = 0;i < 6;i++)
1961 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
1962 Con_Printf(" and was unable to find any of them.\n");
1964 return cubemaptexture;
1967 rtexture_t *R_Shadow_Cubemap(const char *basename)
1970 for (i = 0;i < numcubemaps;i++)
1971 if (!strcasecmp(cubemaps[i].basename, basename))
1972 return cubemaps[i].texture;
1973 if (i >= MAX_CUBEMAPS)
1976 strcpy(cubemaps[i].basename, basename);
1977 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
1978 return cubemaps[i].texture;
1981 void R_Shadow_FreeCubemaps(void)
1984 R_FreeTexturePool(&r_shadow_filters_texturepool);
1987 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)
1989 int i, j, k, l, maxverts = 256, tris;
1990 float *vertex3f = NULL, mins[3], maxs[3];
1992 shadowmesh_t *mesh, *castmesh = NULL;
1994 if (radius < 15 || DotProduct(color, color) < 0.03)
1996 Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
2000 e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t));
2001 VectorCopy(origin, e->origin);
2002 VectorCopy(angles, e->angles);
2003 VectorCopy(color, e->color);
2006 if (e->style < 0 || e->style >= MAX_LIGHTSTYLES)
2008 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", e->style, MAX_LIGHTSTYLES);
2011 e->drawshadows = shadowenable;
2014 Matrix4x4_CreateFromQuakeEntity(&e->matrix_lighttoworld, e->origin[0], e->origin[1], e->origin[2], e->angles[0], e->angles[1], e->angles[2], e->radius);
2015 Matrix4x4_Invert_Simple(&e->matrix_worldtolight, &e->matrix_lighttoworld);
2016 Matrix4x4_Concat(&e->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &e->matrix_worldtolight);
2017 Matrix4x4_Concat(&e->matrix_worldtoattenuationz, &matrix_attenuationz, &e->matrix_worldtolight);
2019 e->cullradius = e->radius;
2020 for (k = 0;k < 3;k++)
2022 mins[k] = e->origin[k] - e->radius;
2023 maxs[k] = e->origin[k] + e->radius;
2026 e->next = r_shadow_worldlightchain;
2027 r_shadow_worldlightchain = e;
2028 if (cubemapname && cubemapname[0])
2030 e->cubemapname = Mem_Alloc(r_shadow_mempool, strlen(cubemapname) + 1);
2031 strcpy(e->cubemapname, cubemapname);
2032 e->cubemap = R_Shadow_Cubemap(e->cubemapname);
2034 // FIXME: rewrite this to store ALL geometry into a cache in the light
2036 castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
2037 e->meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
2040 if (cl.worldmodel->brushq3.num_leafs)
2044 lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightpvs, sizeof(lightpvs));
2045 VectorCopy(e->origin, e->mins);
2046 VectorCopy(e->origin, e->maxs);
2047 for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
2048 face->lighttemp_castshadow = false;
2049 for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
2051 if ((leaf->clusterindex < 0 || lightpvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7))) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
2053 for (k = 0;k < 3;k++)
2055 if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
2056 if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
2058 for (j = 0;j < leaf->numleaffaces;j++)
2060 face = leaf->firstleafface[j];
2061 if (BoxesOverlap(face->mins, face->maxs, mins, maxs))
2062 face->lighttemp_castshadow = true;
2067 // add surfaces to shadow casting mesh and light mesh
2068 for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
2070 if (face->lighttemp_castshadow)
2072 face->lighttemp_castshadow = false;
2073 if (!(face->texture->surfaceflags & (Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY)))
2076 if (!(face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT))
2077 Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, face->data_vertex3f, NULL, NULL, NULL, NULL, face->num_triangles, face->data_element3i);
2078 if (!(face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
2079 Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->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);
2084 else if (cl.worldmodel->brushq1.numleafs)
2088 VectorCopy(e->origin, e->mins);
2089 VectorCopy(e->origin, e->maxs);
2090 i = CL_PointQ1Contents(e->origin);
2092 for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
2093 surf->lighttemp_castshadow = false;
2095 if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
2098 qbyte *bytesurfacepvs;
2100 byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numleafs);
2101 bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces);
2103 Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, e->mins, e->maxs);
2105 for (i = 0, leaf = cl.worldmodel->brushq1.leafs;i < cl.worldmodel->brushq1.numleafs;i++, leaf++)
2107 if (byteleafpvs[i] && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
2109 for (k = 0;k < 3;k++)
2111 if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
2112 if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
2117 for (i = 0, surf = cl.worldmodel->brushq1.surfaces;i < cl.worldmodel->brushq1.numsurfaces;i++, surf++)
2118 if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
2119 surf->lighttemp_castshadow = true;
2121 Mem_Free(byteleafpvs);
2122 Mem_Free(bytesurfacepvs);
2126 lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightpvs, sizeof(lightpvs));
2127 for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.visleafs;i++, leaf++)
2129 if (lightpvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
2131 for (k = 0;k < 3;k++)
2133 if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
2134 if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
2136 for (j = 0;j < leaf->nummarksurfaces;j++)
2138 surf = cl.worldmodel->brushq1.surfaces + leaf->firstmarksurface[j];
2139 if (!surf->lighttemp_castshadow && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
2140 surf->lighttemp_castshadow = true;
2146 // add surfaces to shadow casting mesh and light mesh
2147 for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
2149 if (surf->lighttemp_castshadow)
2151 surf->lighttemp_castshadow = false;
2152 if (e->drawshadows && (surf->flags & SURF_SHADOWCAST))
2153 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);
2154 if (!(surf->flags & SURF_DRAWSKY))
2155 Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->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);
2161 // limit box to light bounds (in case it grew larger)
2162 for (k = 0;k < 3;k++)
2164 if (e->mins[k] < e->origin[k] - e->radius) e->mins[k] = e->origin[k] - e->radius;
2165 if (e->maxs[k] > e->origin[k] + e->radius) e->maxs[k] = e->origin[k] + e->radius;
2167 e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
2169 // cast shadow volume from castmesh
2170 castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh, false, true);
2174 for (mesh = castmesh;mesh;mesh = mesh->next)
2176 R_Shadow_ResizeShadowElements(mesh->numtriangles);
2177 maxverts = max(maxverts, mesh->numverts * 2);
2182 vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
2183 // now that we have the buffers big enough, construct and add
2184 // the shadow volume mesh
2186 e->meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
2187 for (mesh = castmesh;mesh;mesh = mesh->next)
2189 Mod_BuildTriangleNeighbors(mesh->neighbor3i, mesh->element3i, mesh->numtriangles);
2190 if ((tris = R_Shadow_ConstructShadowVolume(castmesh->numverts, 0, castmesh->numtriangles, castmesh->element3i, castmesh->neighbor3i, castmesh->vertex3f, NULL, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value)))
2191 Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
2196 // we're done with castmesh now
2197 Mod_ShadowMesh_Free(castmesh);
2200 e->meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_shadow, false, false);
2201 e->meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_light, true, false);
2204 if (e->meshchain_shadow)
2205 for (mesh = e->meshchain_shadow;mesh;mesh = mesh->next)
2206 k += mesh->numtriangles;
2208 if (e->meshchain_light)
2209 for (mesh = e->meshchain_light;mesh;mesh = mesh->next)
2210 l += mesh->numtriangles;
2211 Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles, %i light triangles\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], k, l);
2214 void R_Shadow_FreeWorldLight(worldlight_t *light)
2216 worldlight_t **lightpointer;
2217 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
2218 if (*lightpointer != light)
2219 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
2220 *lightpointer = light->next;
2221 if (light->cubemapname)
2222 Mem_Free(light->cubemapname);
2223 if (light->meshchain_shadow)
2224 Mod_ShadowMesh_Free(light->meshchain_shadow);
2225 if (light->meshchain_light)
2226 Mod_ShadowMesh_Free(light->meshchain_light);
2230 void R_Shadow_ClearWorldLights(void)
2232 while (r_shadow_worldlightchain)
2233 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
2234 r_shadow_selectedlight = NULL;
2235 R_Shadow_FreeCubemaps();
2238 void R_Shadow_SelectLight(worldlight_t *light)
2240 if (r_shadow_selectedlight)
2241 r_shadow_selectedlight->selected = false;
2242 r_shadow_selectedlight = light;
2243 if (r_shadow_selectedlight)
2244 r_shadow_selectedlight->selected = true;
2247 rtexture_t *lighttextures[5];
2249 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
2251 float scale = r_editlights_cursorgrid.value * 0.5f;
2252 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);
2255 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
2258 const worldlight_t *light;
2261 if (light->selected)
2262 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
2263 if (!light->meshchain_shadow)
2265 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);
2268 void R_Shadow_DrawLightSprites(void)
2272 worldlight_t *light;
2274 for (i = 0;i < 5;i++)
2276 lighttextures[i] = NULL;
2277 if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1))))
2278 lighttextures[i] = pic->tex;
2281 for (light = r_shadow_worldlightchain;light;light = light->next)
2282 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, ((int) light) % 5);
2283 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
2286 void R_Shadow_SelectLightInView(void)
2288 float bestrating, rating, temp[3];
2289 worldlight_t *best, *light;
2292 for (light = r_shadow_worldlightchain;light;light = light->next)
2294 VectorSubtract(light->origin, r_vieworigin, temp);
2295 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
2298 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
2299 if (bestrating < rating && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f)
2301 bestrating = rating;
2306 R_Shadow_SelectLight(best);
2309 void R_Shadow_LoadWorldLights(void)
2311 int n, a, style, shadow;
2312 char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
2313 float origin[3], radius, color[3], angles[3], corona;
2314 if (cl.worldmodel == NULL)
2316 Con_Printf("No map loaded.\n");
2319 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
2320 strlcat (name, ".rtlights", sizeof (name));
2321 lightsstring = FS_LoadFile(name, false);
2329 while (*s && *s != '\n')
2335 // check for modifier flags
2341 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]);
2345 VectorClear(angles);
2352 Con_Printf("found %d parameters on line %i, should be 8 or 9 parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style cubemapname)\n", a, n + 1);
2355 VectorScale(color, r_editlights_rtlightscolorscale.value, color);
2356 radius *= r_editlights_rtlightssizescale.value;
2357 R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadow, cubemapname);
2362 Con_Printf("invalid rtlights file \"%s\"\n", name);
2363 Mem_Free(lightsstring);
2367 void R_Shadow_SaveWorldLights(void)
2369 worldlight_t *light;
2370 int bufchars, bufmaxchars;
2372 char name[MAX_QPATH];
2374 if (!r_shadow_worldlightchain)
2376 if (cl.worldmodel == NULL)
2378 Con_Printf("No map loaded.\n");
2381 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
2382 strlcat (name, ".rtlights", sizeof (name));
2383 bufchars = bufmaxchars = 0;
2385 for (light = r_shadow_worldlightchain;light;light = light->next)
2387 sprintf(line, "%s%f %f %f %f %f %f %f %d %s\n", light->drawshadows ? "" : "!", 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 : "");
2388 if (bufchars + (int) strlen(line) > bufmaxchars)
2390 bufmaxchars = bufchars + strlen(line) + 2048;
2392 buf = Mem_Alloc(r_shadow_mempool, bufmaxchars);
2396 memcpy(buf, oldbuf, bufchars);
2402 memcpy(buf + bufchars, line, strlen(line));
2403 bufchars += strlen(line);
2407 FS_WriteFile(name, buf, bufchars);
2412 void R_Shadow_LoadLightsFile(void)
2415 char name[MAX_QPATH], *lightsstring, *s, *t;
2416 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
2417 if (cl.worldmodel == NULL)
2419 Con_Printf("No map loaded.\n");
2422 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
2423 strlcat (name, ".lights", sizeof (name));
2424 lightsstring = FS_LoadFile(name, false);
2432 while (*s && *s != '\n')
2437 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);
2441 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);
2444 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
2445 radius = bound(15, radius, 4096);
2446 VectorScale(color, (2.0f / (8388608.0f)), color);
2447 R_Shadow_NewWorldLight(origin, vec3_origin, color, radius, 0, style, true, NULL);
2452 Con_Printf("invalid lights file \"%s\"\n", name);
2453 Mem_Free(lightsstring);
2457 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
2459 int entnum, style, islight;
2460 char key[256], value[1024];
2461 float origin[3], radius, color[3], light, fadescale, lightscale, originhack[3], overridecolor[3];
2464 if (cl.worldmodel == NULL)
2466 Con_Printf("No map loaded.\n");
2469 data = cl.worldmodel->brush.entities;
2472 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
2475 origin[0] = origin[1] = origin[2] = 0;
2476 originhack[0] = originhack[1] = originhack[2] = 0;
2477 color[0] = color[1] = color[2] = 1;
2478 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
2485 if (!COM_ParseToken(&data, false))
2487 if (com_token[0] == '}')
2488 break; // end of entity
2489 if (com_token[0] == '_')
2490 strcpy(key, com_token + 1);
2492 strcpy(key, com_token);
2493 while (key[strlen(key)-1] == ' ') // remove trailing spaces
2494 key[strlen(key)-1] = 0;
2495 if (!COM_ParseToken(&data, false))
2497 strcpy(value, com_token);
2499 // now that we have the key pair worked out...
2500 if (!strcmp("light", key))
2501 light = atof(value);
2502 else if (!strcmp("origin", key))
2503 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
2504 else if (!strcmp("color", key))
2505 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
2506 else if (!strcmp("wait", key))
2507 fadescale = atof(value);
2508 else if (!strcmp("classname", key))
2510 if (!strncmp(value, "light", 5))
2513 if (!strcmp(value, "light_fluoro"))
2518 overridecolor[0] = 1;
2519 overridecolor[1] = 1;
2520 overridecolor[2] = 1;
2522 if (!strcmp(value, "light_fluorospark"))
2527 overridecolor[0] = 1;
2528 overridecolor[1] = 1;
2529 overridecolor[2] = 1;
2531 if (!strcmp(value, "light_globe"))
2536 overridecolor[0] = 1;
2537 overridecolor[1] = 0.8;
2538 overridecolor[2] = 0.4;
2540 if (!strcmp(value, "light_flame_large_yellow"))
2545 overridecolor[0] = 1;
2546 overridecolor[1] = 0.5;
2547 overridecolor[2] = 0.1;
2549 if (!strcmp(value, "light_flame_small_yellow"))
2554 overridecolor[0] = 1;
2555 overridecolor[1] = 0.5;
2556 overridecolor[2] = 0.1;
2558 if (!strcmp(value, "light_torch_small_white"))
2563 overridecolor[0] = 1;
2564 overridecolor[1] = 0.5;
2565 overridecolor[2] = 0.1;
2567 if (!strcmp(value, "light_torch_small_walltorch"))
2572 overridecolor[0] = 1;
2573 overridecolor[1] = 0.5;
2574 overridecolor[2] = 0.1;
2578 else if (!strcmp("style", key))
2579 style = atoi(value);
2580 else if (cl.worldmodel->type == mod_brushq3)
2582 if (!strcmp("scale", key))
2583 lightscale = atof(value);
2584 if (!strcmp("fade", key))
2585 fadescale = atof(value);
2588 if (light <= 0 && islight)
2590 if (lightscale <= 0)
2594 radius = min(light * r_editlights_quakelightsizescale.value * lightscale / fadescale, 1048576);
2595 light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
2596 if (color[0] == 1 && color[1] == 1 && color[2] == 1)
2597 VectorCopy(overridecolor, color);
2598 VectorScale(color, light, color);
2599 VectorAdd(origin, originhack, origin);
2601 R_Shadow_NewWorldLight(origin, vec3_origin, color, radius, 0, style, true, NULL);
2606 void R_Shadow_SetCursorLocationForView(void)
2608 vec_t dist, push, frac;
2609 vec3_t dest, endpos, normal;
2610 VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
2611 frac = CL_TraceLine(r_vieworigin, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID);
2614 dist = frac * r_editlights_cursordistance.value;
2615 push = r_editlights_cursorpushback.value;
2619 VectorMA(endpos, push, r_viewforward, endpos);
2620 VectorMA(endpos, r_editlights_cursorpushoff.value, normal, endpos);
2622 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
2623 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
2624 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
2627 void R_Shadow_UpdateWorldLightSelection(void)
2629 if (r_editlights.integer)
2631 R_Shadow_SetCursorLocationForView();
2632 R_Shadow_SelectLightInView();
2633 R_Shadow_DrawLightSprites();
2636 R_Shadow_SelectLight(NULL);
2639 void R_Shadow_EditLights_Clear_f(void)
2641 R_Shadow_ClearWorldLights();
2644 void R_Shadow_EditLights_Reload_f(void)
2646 r_shadow_reloadlights = true;
2649 void R_Shadow_EditLights_Save_f(void)
2652 R_Shadow_SaveWorldLights();
2655 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
2657 R_Shadow_ClearWorldLights();
2658 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
2661 void R_Shadow_EditLights_ImportLightsFile_f(void)
2663 R_Shadow_ClearWorldLights();
2664 R_Shadow_LoadLightsFile();
2667 void R_Shadow_EditLights_Spawn_f(void)
2670 if (!r_editlights.integer)
2672 Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
2675 if (Cmd_Argc() != 1)
2677 Con_Printf("r_editlights_spawn does not take parameters\n");
2680 color[0] = color[1] = color[2] = 1;
2681 R_Shadow_NewWorldLight(r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL);
2684 void R_Shadow_EditLights_Edit_f(void)
2686 vec3_t origin, angles, color;
2687 vec_t radius, corona;
2689 char cubemapname[1024];
2690 if (!r_editlights.integer)
2692 Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
2695 if (!r_shadow_selectedlight)
2697 Con_Printf("No selected light.\n");
2700 VectorCopy(r_shadow_selectedlight->origin, origin);
2701 VectorCopy(r_shadow_selectedlight->angles, angles);
2702 VectorCopy(r_shadow_selectedlight->color, color);
2703 radius = r_shadow_selectedlight->radius;
2704 style = r_shadow_selectedlight->style;
2705 if (r_shadow_selectedlight->cubemapname)
2706 strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
2709 shadows = r_shadow_selectedlight->drawshadows;
2710 corona = r_shadow_selectedlight->corona;
2711 if (!strcmp(Cmd_Argv(1), "origin"))
2713 if (Cmd_Argc() != 5)
2715 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
2718 origin[0] = atof(Cmd_Argv(2));
2719 origin[1] = atof(Cmd_Argv(3));
2720 origin[2] = atof(Cmd_Argv(4));
2722 else if (!strcmp(Cmd_Argv(1), "originx"))
2724 if (Cmd_Argc() != 3)
2726 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2729 origin[0] = atof(Cmd_Argv(2));
2731 else if (!strcmp(Cmd_Argv(1), "originy"))
2733 if (Cmd_Argc() != 3)
2735 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2738 origin[1] = atof(Cmd_Argv(2));
2740 else if (!strcmp(Cmd_Argv(1), "originz"))
2742 if (Cmd_Argc() != 3)
2744 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2747 origin[2] = atof(Cmd_Argv(2));
2749 else if (!strcmp(Cmd_Argv(1), "move"))
2751 if (Cmd_Argc() != 5)
2753 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
2756 origin[0] += atof(Cmd_Argv(2));
2757 origin[1] += atof(Cmd_Argv(3));
2758 origin[2] += atof(Cmd_Argv(4));
2760 else if (!strcmp(Cmd_Argv(1), "movex"))
2762 if (Cmd_Argc() != 3)
2764 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2767 origin[0] += atof(Cmd_Argv(2));
2769 else if (!strcmp(Cmd_Argv(1), "movey"))
2771 if (Cmd_Argc() != 3)
2773 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2776 origin[1] += atof(Cmd_Argv(2));
2778 else if (!strcmp(Cmd_Argv(1), "movez"))
2780 if (Cmd_Argc() != 3)
2782 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2785 origin[2] += atof(Cmd_Argv(2));
2787 if (!strcmp(Cmd_Argv(1), "angles"))
2789 if (Cmd_Argc() != 5)
2791 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
2794 angles[0] = atof(Cmd_Argv(2));
2795 angles[1] = atof(Cmd_Argv(3));
2796 angles[2] = atof(Cmd_Argv(4));
2798 else if (!strcmp(Cmd_Argv(1), "anglesx"))
2800 if (Cmd_Argc() != 3)
2802 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2805 angles[0] = atof(Cmd_Argv(2));
2807 else if (!strcmp(Cmd_Argv(1), "anglesy"))
2809 if (Cmd_Argc() != 3)
2811 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2814 angles[1] = atof(Cmd_Argv(2));
2816 else if (!strcmp(Cmd_Argv(1), "anglesz"))
2818 if (Cmd_Argc() != 3)
2820 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2823 angles[2] = atof(Cmd_Argv(2));
2825 else if (!strcmp(Cmd_Argv(1), "color"))
2827 if (Cmd_Argc() != 5)
2829 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
2832 color[0] = atof(Cmd_Argv(2));
2833 color[1] = atof(Cmd_Argv(3));
2834 color[2] = atof(Cmd_Argv(4));
2836 else if (!strcmp(Cmd_Argv(1), "radius"))
2838 if (Cmd_Argc() != 3)
2840 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2843 radius = atof(Cmd_Argv(2));
2845 else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "style"))
2847 if (Cmd_Argc() != 3)
2849 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2852 style = atoi(Cmd_Argv(2));
2854 else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "cubemap"))
2858 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2861 if (Cmd_Argc() == 3)
2862 strcpy(cubemapname, Cmd_Argv(2));
2866 else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "shadows"))
2868 if (Cmd_Argc() != 3)
2870 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2873 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
2875 else if (!strcmp(Cmd_Argv(1), "corona"))
2877 if (Cmd_Argc() != 3)
2879 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
2882 corona = atof(Cmd_Argv(2));
2886 Con_Printf("usage: r_editlights_edit [property] [value]\n");
2887 Con_Printf("Selected light's properties:\n");
2888 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
2889 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
2890 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
2891 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
2892 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
2893 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
2894 Con_Printf("Shadows: %s\n", r_shadow_selectedlight->drawshadows ? "yes" : "no");
2895 Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
2898 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
2899 r_shadow_selectedlight = NULL;
2900 R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadows, cubemapname);
2903 extern int con_vislines;
2904 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
2908 if (r_shadow_selectedlight == NULL)
2912 sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2913 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;
2914 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;
2915 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;
2916 sprintf(temp, "Radius %f", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2917 sprintf(temp, "Corona %f", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2918 sprintf(temp, "Style %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2919 sprintf(temp, "Shadows %s", r_shadow_selectedlight->drawshadows ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2920 sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
2923 void R_Shadow_EditLights_ToggleShadow_f(void)
2925 if (!r_editlights.integer)
2927 Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
2930 if (!r_shadow_selectedlight)
2932 Con_Printf("No selected light.\n");
2935 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->drawshadows, r_shadow_selectedlight->cubemapname);
2936 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
2937 r_shadow_selectedlight = NULL;
2940 void R_Shadow_EditLights_ToggleCorona_f(void)
2942 if (!r_editlights.integer)
2944 Con_Printf("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
2947 if (!r_shadow_selectedlight)
2949 Con_Printf("No selected light.\n");
2952 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->drawshadows, r_shadow_selectedlight->cubemapname);
2953 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
2954 r_shadow_selectedlight = NULL;
2957 void R_Shadow_EditLights_Remove_f(void)
2959 if (!r_editlights.integer)
2961 Con_Printf("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
2964 if (!r_shadow_selectedlight)
2966 Con_Printf("No selected light.\n");
2969 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
2970 r_shadow_selectedlight = NULL;
2973 void R_Shadow_EditLights_Help_f(void)
2976 "Documentation on r_editlights system:\n"
2978 "r_editlights : enable/disable editing mode\n"
2979 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
2980 "r_editlights_cursorpushback : push back cursor this far from surface\n"
2981 "r_editlights_cursorpushoff : push cursor off surface this far\n"
2982 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
2983 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
2984 "r_editlights_rtlightssizescale : imported rtlight size scaling\n"
2985 "r_editlights_rtlightscolorscale : imported rtlight color scaling\n"
2987 "r_editlights_help : this help\n"
2988 "r_editlights_clear : remove all lights\n"
2989 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
2990 "r_editlights_save : save to .rtlights file\n"
2991 "r_editlights_spawn : create a light with default settings\n"
2992 "r_editlights_edit command : edit selected light - more documentation below\n"
2993 "r_editlights_remove : remove selected light\n"
2994 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
2995 "r_editlights_importlightentitiesfrommap : reload light entities\n"
2996 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
2998 "origin x y z : set light location\n"
2999 "originx x: set x component of light location\n"
3000 "originy y: set y component of light location\n"
3001 "originz z: set z component of light location\n"
3002 "move x y z : adjust light location\n"
3003 "movex x: adjust x component of light location\n"
3004 "movey y: adjust y component of light location\n"
3005 "movez z: adjust z component of light location\n"
3006 "angles x y z : set light angles\n"
3007 "anglesx x: set x component of light angles\n"
3008 "anglesy y: set y component of light angles\n"
3009 "anglesz z: set z component of light angles\n"
3010 "color r g b : set color of light (can be brighter than 1 1 1)\n"
3011 "radius radius : set radius (size) of light\n"
3012 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
3013 "cubemap basename : set filter cubemap of light (not yet supported)\n"
3014 "shadows 1/0 : turn on/off shadows\n"
3015 "corona n : set corona intensity\n"
3016 "<nothing> : print light properties to console\n"
3020 void R_Shadow_EditLights_Init(void)
3022 Cvar_RegisterVariable(&r_editlights);
3023 Cvar_RegisterVariable(&r_editlights_cursordistance);
3024 Cvar_RegisterVariable(&r_editlights_cursorpushback);
3025 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
3026 Cvar_RegisterVariable(&r_editlights_cursorgrid);
3027 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
3028 Cvar_RegisterVariable(&r_editlights_rtlightssizescale);
3029 Cvar_RegisterVariable(&r_editlights_rtlightscolorscale);
3030 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
3031 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
3032 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
3033 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
3034 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
3035 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
3036 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
3037 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
3038 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
3039 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
3040 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);