3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
149 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
150 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
151 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
152 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
153 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
154 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
155 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
156 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
157 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
158 R_SHADOW_RENDERMODE_LIGHT_GLSL,
159 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
160 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
161 R_SHADOW_RENDERMODE_SHADOWMAP2D,
162 R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
163 R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
165 r_shadow_rendermode_t;
167 typedef enum r_shadow_shadowmode_e
169 R_SHADOW_SHADOWMODE_STENCIL,
170 R_SHADOW_SHADOWMODE_SHADOWMAP2D,
171 R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
172 R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
174 r_shadow_shadowmode_t;
176 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
177 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
178 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
180 qboolean r_shadow_usingshadowmaprect;
181 qboolean r_shadow_usingshadowmap2d;
182 qboolean r_shadow_usingshadowmapcube;
183 qboolean r_shadow_usingshadowmaportho;
184 int r_shadow_shadowmapside;
185 float r_shadow_shadowmap_texturescale[2];
186 float r_shadow_shadowmap_parameters[4];
188 int r_shadow_drawbuffer;
189 int r_shadow_readbuffer;
191 int r_shadow_cullface_front, r_shadow_cullface_back;
192 GLuint r_shadow_fborectangle;
193 GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
194 GLuint r_shadow_fbo2d;
195 r_shadow_shadowmode_t r_shadow_shadowmode;
196 int r_shadow_shadowmapfilterquality;
197 int r_shadow_shadowmaptexturetype;
198 int r_shadow_shadowmapdepthbits;
199 int r_shadow_shadowmapmaxsize;
200 qboolean r_shadow_shadowmapvsdct;
201 qboolean r_shadow_shadowmapsampler;
202 int r_shadow_shadowmappcf;
203 int r_shadow_shadowmapborder;
204 matrix4x4_t r_shadow_shadowmapmatrix;
205 int r_shadow_lightscissor[4];
206 qboolean r_shadow_usingdeferredprepass;
208 int maxshadowtriangles;
211 int maxshadowvertices;
212 float *shadowvertex3f;
222 unsigned char *shadowsides;
223 int *shadowsideslist;
230 int r_shadow_buffer_numleafpvsbytes;
231 unsigned char *r_shadow_buffer_visitingleafpvs;
232 unsigned char *r_shadow_buffer_leafpvs;
233 int *r_shadow_buffer_leaflist;
235 int r_shadow_buffer_numsurfacepvsbytes;
236 unsigned char *r_shadow_buffer_surfacepvs;
237 int *r_shadow_buffer_surfacelist;
238 unsigned char *r_shadow_buffer_surfacesides;
240 int r_shadow_buffer_numshadowtrispvsbytes;
241 unsigned char *r_shadow_buffer_shadowtrispvs;
242 int r_shadow_buffer_numlighttrispvsbytes;
243 unsigned char *r_shadow_buffer_lighttrispvs;
245 rtexturepool_t *r_shadow_texturepool;
246 rtexture_t *r_shadow_attenuationgradienttexture;
247 rtexture_t *r_shadow_attenuation2dtexture;
248 rtexture_t *r_shadow_attenuation3dtexture;
249 skinframe_t *r_shadow_lightcorona;
250 rtexture_t *r_shadow_shadowmaprectangletexture;
251 rtexture_t *r_shadow_shadowmap2dtexture;
252 rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
253 rtexture_t *r_shadow_shadowmapvsdcttexture;
254 int r_shadow_shadowmapsize; // changes for each light based on distance
255 int r_shadow_shadowmaplod; // changes for each light based on distance
257 GLuint r_shadow_prepassgeometryfbo;
258 GLuint r_shadow_prepasslightingfbo;
259 int r_shadow_prepass_width;
260 int r_shadow_prepass_height;
261 rtexture_t *r_shadow_prepassgeometrydepthtexture;
262 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
263 rtexture_t *r_shadow_prepasslightingdiffusetexture;
264 rtexture_t *r_shadow_prepasslightingspeculartexture;
266 // lights are reloaded when this changes
267 char r_shadow_mapname[MAX_QPATH];
269 // used only for light filters (cubemaps)
270 rtexturepool_t *r_shadow_filters_texturepool;
272 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
274 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
275 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
276 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
277 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
278 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
279 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
280 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
281 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
282 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
283 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
284 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
285 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
286 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
287 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
289 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
290 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
291 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
292 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
293 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
294 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
295 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
296 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
297 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
298 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
299 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
300 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
301 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
302 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
303 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
304 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
305 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
306 cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
307 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
308 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
309 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
310 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
311 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
312 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
313 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
314 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
315 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
316 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
317 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
318 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
319 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
320 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
321 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
322 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
323 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
324 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
325 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
326 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
327 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
328 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
329 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
330 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
331 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
332 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
333 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
334 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
336 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
337 #define ATTENTABLESIZE 256
338 // 1D gradient, 2D circle and 3D sphere attenuation textures
339 #define ATTEN1DSIZE 32
340 #define ATTEN2DSIZE 64
341 #define ATTEN3DSIZE 32
343 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
344 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
345 static float r_shadow_attentable[ATTENTABLESIZE+1];
347 rtlight_t *r_shadow_compilingrtlight;
348 static memexpandablearray_t r_shadow_worldlightsarray;
349 dlight_t *r_shadow_selectedlight;
350 dlight_t r_shadow_bufferlight;
351 vec3_t r_editlights_cursorlocation;
352 qboolean r_editlights_lockcursor;
354 extern int con_vislines;
356 void R_Shadow_UncompileWorldLights(void);
357 void R_Shadow_ClearWorldLights(void);
358 void R_Shadow_SaveWorldLights(void);
359 void R_Shadow_LoadWorldLights(void);
360 void R_Shadow_LoadLightsFile(void);
361 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
362 void R_Shadow_EditLights_Reload_f(void);
363 void R_Shadow_ValidateCvars(void);
364 static void R_Shadow_MakeTextures(void);
366 #define EDLIGHTSPRSIZE 8
367 skinframe_t *r_editlights_sprcursor;
368 skinframe_t *r_editlights_sprlight;
369 skinframe_t *r_editlights_sprnoshadowlight;
370 skinframe_t *r_editlights_sprcubemaplight;
371 skinframe_t *r_editlights_sprcubemapnoshadowlight;
372 skinframe_t *r_editlights_sprselection;
374 void R_Shadow_SetShadowMode(void)
376 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
377 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
378 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
379 r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
380 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
381 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
382 r_shadow_shadowmaplod = -1;
383 r_shadow_shadowmapsize = 0;
384 r_shadow_shadowmapsampler = false;
385 r_shadow_shadowmappcf = 0;
386 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
387 switch(vid.renderpath)
389 case RENDERPATH_GL20:
390 case RENDERPATH_CGGL:
391 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
393 if(r_shadow_shadowmapfilterquality < 0)
395 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
396 r_shadow_shadowmappcf = 1;
397 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD"))
399 r_shadow_shadowmapsampler = vid.support.arb_shadow;
400 r_shadow_shadowmappcf = 1;
402 else if(strstr(gl_vendor, "ATI"))
403 r_shadow_shadowmappcf = 1;
405 r_shadow_shadowmapsampler = vid.support.arb_shadow;
409 switch (r_shadow_shadowmapfilterquality)
412 r_shadow_shadowmapsampler = vid.support.arb_shadow;
415 r_shadow_shadowmapsampler = vid.support.arb_shadow;
416 r_shadow_shadowmappcf = 1;
419 r_shadow_shadowmappcf = 1;
422 r_shadow_shadowmappcf = 2;
426 switch (r_shadow_shadowmaptexturetype)
429 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
432 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
435 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
438 if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
439 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
440 else if(vid.support.arb_texture_rectangle)
441 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
443 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
446 // Cg has very little choice in depth texture sampling
449 r_shadow_shadowmapsampler = false;
450 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
454 case RENDERPATH_GL13:
456 case RENDERPATH_GL11:
461 qboolean R_Shadow_ShadowMappingEnabled(void)
463 switch (r_shadow_shadowmode)
465 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
466 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
467 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
474 void R_Shadow_FreeShadowMaps(void)
478 R_Shadow_SetShadowMode();
480 if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
485 if (r_shadow_fborectangle)
486 qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
487 r_shadow_fborectangle = 0;
490 qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
492 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
493 if (r_shadow_fbocubeside[i])
494 qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
495 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
497 if (r_shadow_shadowmaprectangletexture)
498 R_FreeTexture(r_shadow_shadowmaprectangletexture);
499 r_shadow_shadowmaprectangletexture = NULL;
501 if (r_shadow_shadowmap2dtexture)
502 R_FreeTexture(r_shadow_shadowmap2dtexture);
503 r_shadow_shadowmap2dtexture = NULL;
505 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
506 if (r_shadow_shadowmapcubetexture[i])
507 R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
508 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
510 if (r_shadow_shadowmapvsdcttexture)
511 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
512 r_shadow_shadowmapvsdcttexture = NULL;
517 void r_shadow_start(void)
519 // allocate vertex processing arrays
520 r_shadow_attenuationgradienttexture = NULL;
521 r_shadow_attenuation2dtexture = NULL;
522 r_shadow_attenuation3dtexture = NULL;
523 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
524 r_shadow_shadowmaprectangletexture = NULL;
525 r_shadow_shadowmap2dtexture = NULL;
526 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
527 r_shadow_shadowmapvsdcttexture = NULL;
528 r_shadow_shadowmapmaxsize = 0;
529 r_shadow_shadowmapsize = 0;
530 r_shadow_shadowmaplod = 0;
531 r_shadow_shadowmapfilterquality = -1;
532 r_shadow_shadowmaptexturetype = -1;
533 r_shadow_shadowmapdepthbits = 0;
534 r_shadow_shadowmapvsdct = false;
535 r_shadow_shadowmapsampler = false;
536 r_shadow_shadowmappcf = 0;
537 r_shadow_fborectangle = 0;
539 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
541 R_Shadow_FreeShadowMaps();
543 r_shadow_texturepool = NULL;
544 r_shadow_filters_texturepool = NULL;
545 R_Shadow_ValidateCvars();
546 R_Shadow_MakeTextures();
547 maxshadowtriangles = 0;
548 shadowelements = NULL;
549 maxshadowvertices = 0;
550 shadowvertex3f = NULL;
558 shadowmarklist = NULL;
563 shadowsideslist = NULL;
564 r_shadow_buffer_numleafpvsbytes = 0;
565 r_shadow_buffer_visitingleafpvs = NULL;
566 r_shadow_buffer_leafpvs = NULL;
567 r_shadow_buffer_leaflist = NULL;
568 r_shadow_buffer_numsurfacepvsbytes = 0;
569 r_shadow_buffer_surfacepvs = NULL;
570 r_shadow_buffer_surfacelist = NULL;
571 r_shadow_buffer_surfacesides = NULL;
572 r_shadow_buffer_numshadowtrispvsbytes = 0;
573 r_shadow_buffer_shadowtrispvs = NULL;
574 r_shadow_buffer_numlighttrispvsbytes = 0;
575 r_shadow_buffer_lighttrispvs = NULL;
577 r_shadow_usingdeferredprepass = false;
578 r_shadow_prepass_width = r_shadow_prepass_height = 0;
581 static void R_Shadow_FreeDeferred(void);
582 void r_shadow_shutdown(void)
585 R_Shadow_UncompileWorldLights();
587 R_Shadow_FreeShadowMaps();
589 r_shadow_usingdeferredprepass = false;
590 if (r_shadow_prepass_width)
591 R_Shadow_FreeDeferred();
592 r_shadow_prepass_width = r_shadow_prepass_height = 0;
595 r_shadow_attenuationgradienttexture = NULL;
596 r_shadow_attenuation2dtexture = NULL;
597 r_shadow_attenuation3dtexture = NULL;
598 R_FreeTexturePool(&r_shadow_texturepool);
599 R_FreeTexturePool(&r_shadow_filters_texturepool);
600 maxshadowtriangles = 0;
602 Mem_Free(shadowelements);
603 shadowelements = NULL;
605 Mem_Free(shadowvertex3f);
606 shadowvertex3f = NULL;
609 Mem_Free(vertexupdate);
612 Mem_Free(vertexremap);
618 Mem_Free(shadowmark);
621 Mem_Free(shadowmarklist);
622 shadowmarklist = NULL;
627 Mem_Free(shadowsides);
630 Mem_Free(shadowsideslist);
631 shadowsideslist = NULL;
632 r_shadow_buffer_numleafpvsbytes = 0;
633 if (r_shadow_buffer_visitingleafpvs)
634 Mem_Free(r_shadow_buffer_visitingleafpvs);
635 r_shadow_buffer_visitingleafpvs = NULL;
636 if (r_shadow_buffer_leafpvs)
637 Mem_Free(r_shadow_buffer_leafpvs);
638 r_shadow_buffer_leafpvs = NULL;
639 if (r_shadow_buffer_leaflist)
640 Mem_Free(r_shadow_buffer_leaflist);
641 r_shadow_buffer_leaflist = NULL;
642 r_shadow_buffer_numsurfacepvsbytes = 0;
643 if (r_shadow_buffer_surfacepvs)
644 Mem_Free(r_shadow_buffer_surfacepvs);
645 r_shadow_buffer_surfacepvs = NULL;
646 if (r_shadow_buffer_surfacelist)
647 Mem_Free(r_shadow_buffer_surfacelist);
648 r_shadow_buffer_surfacelist = NULL;
649 if (r_shadow_buffer_surfacesides)
650 Mem_Free(r_shadow_buffer_surfacesides);
651 r_shadow_buffer_surfacesides = NULL;
652 r_shadow_buffer_numshadowtrispvsbytes = 0;
653 if (r_shadow_buffer_shadowtrispvs)
654 Mem_Free(r_shadow_buffer_shadowtrispvs);
655 r_shadow_buffer_numlighttrispvsbytes = 0;
656 if (r_shadow_buffer_lighttrispvs)
657 Mem_Free(r_shadow_buffer_lighttrispvs);
660 void r_shadow_newmap(void)
662 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
663 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
664 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
665 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
666 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
667 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
668 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
669 if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
670 R_Shadow_EditLights_Reload_f();
673 void R_Shadow_Init(void)
675 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
676 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
677 Cvar_RegisterVariable(&r_shadow_usenormalmap);
678 Cvar_RegisterVariable(&r_shadow_debuglight);
679 Cvar_RegisterVariable(&r_shadow_deferred);
680 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
681 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
682 Cvar_RegisterVariable(&r_shadow_gloss);
683 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
684 Cvar_RegisterVariable(&r_shadow_glossintensity);
685 Cvar_RegisterVariable(&r_shadow_glossexponent);
686 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
687 Cvar_RegisterVariable(&r_shadow_glossexact);
688 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
689 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
690 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
691 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
692 Cvar_RegisterVariable(&r_shadow_projectdistance);
693 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
694 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
695 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
696 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
697 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
698 Cvar_RegisterVariable(&r_shadow_realtime_world);
699 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
700 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
701 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
702 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
703 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
704 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
705 Cvar_RegisterVariable(&r_shadow_scissor);
706 Cvar_RegisterVariable(&r_shadow_shadowmapping);
707 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
708 Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
709 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
710 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
711 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
712 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
713 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
714 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
715 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
716 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
717 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
718 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
719 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
720 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
721 Cvar_RegisterVariable(&r_shadow_polygonfactor);
722 Cvar_RegisterVariable(&r_shadow_polygonoffset);
723 Cvar_RegisterVariable(&r_shadow_texture3d);
724 Cvar_RegisterVariable(&r_coronas);
725 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
726 Cvar_RegisterVariable(&r_coronas_occlusionquery);
727 Cvar_RegisterVariable(&gl_flashblend);
728 Cvar_RegisterVariable(&gl_ext_separatestencil);
729 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
730 if (gamemode == GAME_TENEBRAE)
732 Cvar_SetValue("r_shadow_gloss", 2);
733 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
735 R_Shadow_EditLights_Init();
736 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
737 maxshadowtriangles = 0;
738 shadowelements = NULL;
739 maxshadowvertices = 0;
740 shadowvertex3f = NULL;
748 shadowmarklist = NULL;
753 shadowsideslist = NULL;
754 r_shadow_buffer_numleafpvsbytes = 0;
755 r_shadow_buffer_visitingleafpvs = NULL;
756 r_shadow_buffer_leafpvs = NULL;
757 r_shadow_buffer_leaflist = NULL;
758 r_shadow_buffer_numsurfacepvsbytes = 0;
759 r_shadow_buffer_surfacepvs = NULL;
760 r_shadow_buffer_surfacelist = NULL;
761 r_shadow_buffer_surfacesides = NULL;
762 r_shadow_buffer_shadowtrispvs = NULL;
763 r_shadow_buffer_lighttrispvs = NULL;
764 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
767 matrix4x4_t matrix_attenuationxyz =
770 {0.5, 0.0, 0.0, 0.5},
771 {0.0, 0.5, 0.0, 0.5},
772 {0.0, 0.0, 0.5, 0.5},
777 matrix4x4_t matrix_attenuationz =
780 {0.0, 0.0, 0.5, 0.5},
781 {0.0, 0.0, 0.0, 0.5},
782 {0.0, 0.0, 0.0, 0.5},
787 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
789 numvertices = ((numvertices + 255) & ~255) * vertscale;
790 numtriangles = ((numtriangles + 255) & ~255) * triscale;
791 // make sure shadowelements is big enough for this volume
792 if (maxshadowtriangles < numtriangles)
794 maxshadowtriangles = numtriangles;
796 Mem_Free(shadowelements);
797 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
799 // make sure shadowvertex3f is big enough for this volume
800 if (maxshadowvertices < numvertices)
802 maxshadowvertices = numvertices;
804 Mem_Free(shadowvertex3f);
805 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
809 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
811 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
812 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
813 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
814 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
815 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
817 if (r_shadow_buffer_visitingleafpvs)
818 Mem_Free(r_shadow_buffer_visitingleafpvs);
819 if (r_shadow_buffer_leafpvs)
820 Mem_Free(r_shadow_buffer_leafpvs);
821 if (r_shadow_buffer_leaflist)
822 Mem_Free(r_shadow_buffer_leaflist);
823 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
824 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
825 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
826 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
828 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
830 if (r_shadow_buffer_surfacepvs)
831 Mem_Free(r_shadow_buffer_surfacepvs);
832 if (r_shadow_buffer_surfacelist)
833 Mem_Free(r_shadow_buffer_surfacelist);
834 if (r_shadow_buffer_surfacesides)
835 Mem_Free(r_shadow_buffer_surfacesides);
836 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
837 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
838 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
839 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
841 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
843 if (r_shadow_buffer_shadowtrispvs)
844 Mem_Free(r_shadow_buffer_shadowtrispvs);
845 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
846 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
848 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
850 if (r_shadow_buffer_lighttrispvs)
851 Mem_Free(r_shadow_buffer_lighttrispvs);
852 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
853 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
857 void R_Shadow_PrepareShadowMark(int numtris)
859 // make sure shadowmark is big enough for this volume
860 if (maxshadowmark < numtris)
862 maxshadowmark = numtris;
864 Mem_Free(shadowmark);
866 Mem_Free(shadowmarklist);
867 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
868 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
872 // if shadowmarkcount wrapped we clear the array and adjust accordingly
873 if (shadowmarkcount == 0)
876 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
881 void R_Shadow_PrepareShadowSides(int numtris)
883 if (maxshadowsides < numtris)
885 maxshadowsides = numtris;
887 Mem_Free(shadowsides);
889 Mem_Free(shadowsideslist);
890 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
891 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
896 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
899 int outtriangles = 0, outvertices = 0;
902 float ratio, direction[3], projectvector[3];
904 if (projectdirection)
905 VectorScale(projectdirection, projectdistance, projectvector);
907 VectorClear(projectvector);
909 // create the vertices
910 if (projectdirection)
912 for (i = 0;i < numshadowmarktris;i++)
914 element = inelement3i + shadowmarktris[i] * 3;
915 for (j = 0;j < 3;j++)
917 if (vertexupdate[element[j]] != vertexupdatenum)
919 vertexupdate[element[j]] = vertexupdatenum;
920 vertexremap[element[j]] = outvertices;
921 vertex = invertex3f + element[j] * 3;
922 // project one copy of the vertex according to projectvector
923 VectorCopy(vertex, outvertex3f);
924 VectorAdd(vertex, projectvector, (outvertex3f + 3));
933 for (i = 0;i < numshadowmarktris;i++)
935 element = inelement3i + shadowmarktris[i] * 3;
936 for (j = 0;j < 3;j++)
938 if (vertexupdate[element[j]] != vertexupdatenum)
940 vertexupdate[element[j]] = vertexupdatenum;
941 vertexremap[element[j]] = outvertices;
942 vertex = invertex3f + element[j] * 3;
943 // project one copy of the vertex to the sphere radius of the light
944 // (FIXME: would projecting it to the light box be better?)
945 VectorSubtract(vertex, projectorigin, direction);
946 ratio = projectdistance / VectorLength(direction);
947 VectorCopy(vertex, outvertex3f);
948 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
956 if (r_shadow_frontsidecasting.integer)
958 for (i = 0;i < numshadowmarktris;i++)
960 int remappedelement[3];
962 const int *neighbortriangle;
964 markindex = shadowmarktris[i] * 3;
965 element = inelement3i + markindex;
966 neighbortriangle = inneighbor3i + markindex;
967 // output the front and back triangles
968 outelement3i[0] = vertexremap[element[0]];
969 outelement3i[1] = vertexremap[element[1]];
970 outelement3i[2] = vertexremap[element[2]];
971 outelement3i[3] = vertexremap[element[2]] + 1;
972 outelement3i[4] = vertexremap[element[1]] + 1;
973 outelement3i[5] = vertexremap[element[0]] + 1;
977 // output the sides (facing outward from this triangle)
978 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
980 remappedelement[0] = vertexremap[element[0]];
981 remappedelement[1] = vertexremap[element[1]];
982 outelement3i[0] = remappedelement[1];
983 outelement3i[1] = remappedelement[0];
984 outelement3i[2] = remappedelement[0] + 1;
985 outelement3i[3] = remappedelement[1];
986 outelement3i[4] = remappedelement[0] + 1;
987 outelement3i[5] = remappedelement[1] + 1;
992 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
994 remappedelement[1] = vertexremap[element[1]];
995 remappedelement[2] = vertexremap[element[2]];
996 outelement3i[0] = remappedelement[2];
997 outelement3i[1] = remappedelement[1];
998 outelement3i[2] = remappedelement[1] + 1;
999 outelement3i[3] = remappedelement[2];
1000 outelement3i[4] = remappedelement[1] + 1;
1001 outelement3i[5] = remappedelement[2] + 1;
1006 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1008 remappedelement[0] = vertexremap[element[0]];
1009 remappedelement[2] = vertexremap[element[2]];
1010 outelement3i[0] = remappedelement[0];
1011 outelement3i[1] = remappedelement[2];
1012 outelement3i[2] = remappedelement[2] + 1;
1013 outelement3i[3] = remappedelement[0];
1014 outelement3i[4] = remappedelement[2] + 1;
1015 outelement3i[5] = remappedelement[0] + 1;
1024 for (i = 0;i < numshadowmarktris;i++)
1026 int remappedelement[3];
1028 const int *neighbortriangle;
1030 markindex = shadowmarktris[i] * 3;
1031 element = inelement3i + markindex;
1032 neighbortriangle = inneighbor3i + markindex;
1033 // output the front and back triangles
1034 outelement3i[0] = vertexremap[element[2]];
1035 outelement3i[1] = vertexremap[element[1]];
1036 outelement3i[2] = vertexremap[element[0]];
1037 outelement3i[3] = vertexremap[element[0]] + 1;
1038 outelement3i[4] = vertexremap[element[1]] + 1;
1039 outelement3i[5] = vertexremap[element[2]] + 1;
1043 // output the sides (facing outward from this triangle)
1044 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1046 remappedelement[0] = vertexremap[element[0]];
1047 remappedelement[1] = vertexremap[element[1]];
1048 outelement3i[0] = remappedelement[0];
1049 outelement3i[1] = remappedelement[1];
1050 outelement3i[2] = remappedelement[1] + 1;
1051 outelement3i[3] = remappedelement[0];
1052 outelement3i[4] = remappedelement[1] + 1;
1053 outelement3i[5] = remappedelement[0] + 1;
1058 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1060 remappedelement[1] = vertexremap[element[1]];
1061 remappedelement[2] = vertexremap[element[2]];
1062 outelement3i[0] = remappedelement[1];
1063 outelement3i[1] = remappedelement[2];
1064 outelement3i[2] = remappedelement[2] + 1;
1065 outelement3i[3] = remappedelement[1];
1066 outelement3i[4] = remappedelement[2] + 1;
1067 outelement3i[5] = remappedelement[1] + 1;
1072 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1074 remappedelement[0] = vertexremap[element[0]];
1075 remappedelement[2] = vertexremap[element[2]];
1076 outelement3i[0] = remappedelement[2];
1077 outelement3i[1] = remappedelement[0];
1078 outelement3i[2] = remappedelement[0] + 1;
1079 outelement3i[3] = remappedelement[2];
1080 outelement3i[4] = remappedelement[0] + 1;
1081 outelement3i[5] = remappedelement[2] + 1;
1089 *outnumvertices = outvertices;
1090 return outtriangles;
1093 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1096 int outtriangles = 0, outvertices = 0;
1098 const float *vertex;
1099 float ratio, direction[3], projectvector[3];
1102 if (projectdirection)
1103 VectorScale(projectdirection, projectdistance, projectvector);
1105 VectorClear(projectvector);
1107 for (i = 0;i < numshadowmarktris;i++)
1109 int remappedelement[3];
1111 const int *neighbortriangle;
1113 markindex = shadowmarktris[i] * 3;
1114 neighbortriangle = inneighbor3i + markindex;
1115 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1116 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1117 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1118 if (side[0] + side[1] + side[2] == 0)
1122 element = inelement3i + markindex;
1124 // create the vertices
1125 for (j = 0;j < 3;j++)
1127 if (side[j] + side[j+1] == 0)
1130 if (vertexupdate[k] != vertexupdatenum)
1132 vertexupdate[k] = vertexupdatenum;
1133 vertexremap[k] = outvertices;
1134 vertex = invertex3f + k * 3;
1135 VectorCopy(vertex, outvertex3f);
1136 if (projectdirection)
1138 // project one copy of the vertex according to projectvector
1139 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1143 // project one copy of the vertex to the sphere radius of the light
1144 // (FIXME: would projecting it to the light box be better?)
1145 VectorSubtract(vertex, projectorigin, direction);
1146 ratio = projectdistance / VectorLength(direction);
1147 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1154 // output the sides (facing outward from this triangle)
1157 remappedelement[0] = vertexremap[element[0]];
1158 remappedelement[1] = vertexremap[element[1]];
1159 outelement3i[0] = remappedelement[1];
1160 outelement3i[1] = remappedelement[0];
1161 outelement3i[2] = remappedelement[0] + 1;
1162 outelement3i[3] = remappedelement[1];
1163 outelement3i[4] = remappedelement[0] + 1;
1164 outelement3i[5] = remappedelement[1] + 1;
1171 remappedelement[1] = vertexremap[element[1]];
1172 remappedelement[2] = vertexremap[element[2]];
1173 outelement3i[0] = remappedelement[2];
1174 outelement3i[1] = remappedelement[1];
1175 outelement3i[2] = remappedelement[1] + 1;
1176 outelement3i[3] = remappedelement[2];
1177 outelement3i[4] = remappedelement[1] + 1;
1178 outelement3i[5] = remappedelement[2] + 1;
1185 remappedelement[0] = vertexremap[element[0]];
1186 remappedelement[2] = vertexremap[element[2]];
1187 outelement3i[0] = remappedelement[0];
1188 outelement3i[1] = remappedelement[2];
1189 outelement3i[2] = remappedelement[2] + 1;
1190 outelement3i[3] = remappedelement[0];
1191 outelement3i[4] = remappedelement[2] + 1;
1192 outelement3i[5] = remappedelement[0] + 1;
1199 *outnumvertices = outvertices;
1200 return outtriangles;
1203 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1209 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1211 tend = firsttriangle + numtris;
1212 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1214 // surface box entirely inside light box, no box cull
1215 if (projectdirection)
1217 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1219 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1220 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1221 shadowmarklist[numshadowmark++] = t;
1226 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1227 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1228 shadowmarklist[numshadowmark++] = t;
1233 // surface box not entirely inside light box, cull each triangle
1234 if (projectdirection)
1236 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1238 v[0] = invertex3f + e[0] * 3;
1239 v[1] = invertex3f + e[1] * 3;
1240 v[2] = invertex3f + e[2] * 3;
1241 TriangleNormal(v[0], v[1], v[2], normal);
1242 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1243 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1244 shadowmarklist[numshadowmark++] = t;
1249 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1251 v[0] = invertex3f + e[0] * 3;
1252 v[1] = invertex3f + e[1] * 3;
1253 v[2] = invertex3f + e[2] * 3;
1254 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1255 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1256 shadowmarklist[numshadowmark++] = t;
1262 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1267 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1269 // check if the shadow volume intersects the near plane
1271 // a ray between the eye and light origin may intersect the caster,
1272 // indicating that the shadow may touch the eye location, however we must
1273 // test the near plane (a polygon), not merely the eye location, so it is
1274 // easiest to enlarge the caster bounding shape slightly for this.
1280 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1282 int i, tris, outverts;
1283 if (projectdistance < 0.1)
1285 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1288 if (!numverts || !nummarktris)
1290 // make sure shadowelements is big enough for this volume
1291 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1292 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1294 if (maxvertexupdate < numverts)
1296 maxvertexupdate = numverts;
1298 Mem_Free(vertexupdate);
1300 Mem_Free(vertexremap);
1301 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1302 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1303 vertexupdatenum = 0;
1306 if (vertexupdatenum == 0)
1308 vertexupdatenum = 1;
1309 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1310 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1313 for (i = 0;i < nummarktris;i++)
1314 shadowmark[marktris[i]] = shadowmarkcount;
1316 if (r_shadow_compilingrtlight)
1318 // if we're compiling an rtlight, capture the mesh
1319 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1320 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1321 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1322 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1324 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1326 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1327 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1328 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1332 // decide which type of shadow to generate and set stencil mode
1333 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1334 // generate the sides or a solid volume, depending on type
1335 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1336 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1338 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1339 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1340 r_refdef.stats.lights_shadowtriangles += tris;
1342 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1343 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1345 // increment stencil if frontface is infront of depthbuffer
1346 GL_CullFace(r_refdef.view.cullface_front);
1347 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1348 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1349 // decrement stencil if backface is infront of depthbuffer
1350 GL_CullFace(r_refdef.view.cullface_back);
1351 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1353 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1355 // decrement stencil if backface is behind depthbuffer
1356 GL_CullFace(r_refdef.view.cullface_front);
1357 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1358 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1359 // increment stencil if frontface is behind depthbuffer
1360 GL_CullFace(r_refdef.view.cullface_back);
1361 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1363 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1368 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1370 // p1, p2, p3 are in the cubemap's local coordinate system
1371 // bias = border/(size - border)
1374 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1375 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1376 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1377 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1379 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1380 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1381 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1382 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1384 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1385 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1386 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1388 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1389 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1390 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1391 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1393 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1394 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1395 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1396 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1398 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1399 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1400 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1402 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1403 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1404 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1405 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1407 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1408 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1409 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1410 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1412 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1413 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1414 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1419 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1421 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1422 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1425 VectorSubtract(maxs, mins, radius);
1426 VectorScale(radius, 0.5f, radius);
1427 VectorAdd(mins, radius, center);
1428 Matrix4x4_Transform(worldtolight, center, lightcenter);
1429 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1430 VectorSubtract(lightcenter, lightradius, pmin);
1431 VectorAdd(lightcenter, lightradius, pmax);
1433 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1434 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1435 if(ap1 > bias*an1 && ap2 > bias*an2)
1437 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1438 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1439 if(an1 > bias*ap1 && an2 > bias*ap2)
1441 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1442 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1444 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1445 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1446 if(ap1 > bias*an1 && ap2 > bias*an2)
1448 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1449 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1450 if(an1 > bias*ap1 && an2 > bias*ap2)
1452 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1453 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1455 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1456 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1457 if(ap1 > bias*an1 && ap2 > bias*an2)
1459 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1460 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1461 if(an1 > bias*ap1 && an2 > bias*ap2)
1463 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1464 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1469 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1471 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1473 // p is in the cubemap's local coordinate system
1474 // bias = border/(size - border)
1475 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1476 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1477 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1479 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1480 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1481 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1482 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1483 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1484 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1488 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1492 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1493 float scale = (size - 2*border)/size, len;
1494 float bias = border / (float)(size - border), dp, dn, ap, an;
1495 // check if cone enclosing side would cross frustum plane
1496 scale = 2 / (scale*scale + 2);
1497 for (i = 0;i < 5;i++)
1499 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1501 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1502 len = scale*VectorLength2(n);
1503 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1504 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1505 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1507 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1509 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1510 len = scale*VectorLength(n);
1511 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1512 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1513 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1515 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1516 // check if frustum corners/origin cross plane sides
1518 // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1519 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1520 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1521 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1522 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1523 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1524 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1525 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1526 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1527 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1528 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1529 for (i = 0;i < 4;i++)
1531 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1532 VectorSubtract(n, p, n);
1533 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1534 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1535 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1536 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1537 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1538 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1539 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1540 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1541 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1544 // finite version, assumes corners are a finite distance from origin dependent on far plane
1545 for (i = 0;i < 5;i++)
1547 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1548 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1549 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1550 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1551 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1552 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1553 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1554 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1555 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1556 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1559 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1562 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1570 int mask, surfacemask = 0;
1571 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1573 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1574 tend = firsttriangle + numtris;
1575 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1577 // surface box entirely inside light box, no box cull
1578 if (projectdirection)
1580 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1582 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1583 TriangleNormal(v[0], v[1], v[2], normal);
1584 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1586 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1587 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1588 surfacemask |= mask;
1591 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1592 shadowsides[numshadowsides] = mask;
1593 shadowsideslist[numshadowsides++] = t;
1600 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1602 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1603 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1605 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1606 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1607 surfacemask |= mask;
1610 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1611 shadowsides[numshadowsides] = mask;
1612 shadowsideslist[numshadowsides++] = t;
1620 // surface box not entirely inside light box, cull each triangle
1621 if (projectdirection)
1623 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1625 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1626 TriangleNormal(v[0], v[1], v[2], normal);
1627 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1628 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1630 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1631 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1632 surfacemask |= mask;
1635 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1636 shadowsides[numshadowsides] = mask;
1637 shadowsideslist[numshadowsides++] = t;
1644 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1646 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1647 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1648 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1650 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1651 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1652 surfacemask |= mask;
1655 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1656 shadowsides[numshadowsides] = mask;
1657 shadowsideslist[numshadowsides++] = t;
1666 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1668 int i, j, outtriangles = 0;
1669 int *outelement3i[6];
1670 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1672 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1673 // make sure shadowelements is big enough for this mesh
1674 if (maxshadowtriangles < outtriangles)
1675 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1677 // compute the offset and size of the separate index lists for each cubemap side
1679 for (i = 0;i < 6;i++)
1681 outelement3i[i] = shadowelements + outtriangles * 3;
1682 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1683 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1684 outtriangles += sidetotals[i];
1687 // gather up the (sparse) triangles into separate index lists for each cubemap side
1688 for (i = 0;i < numsidetris;i++)
1690 const int *element = elements + sidetris[i] * 3;
1691 for (j = 0;j < 6;j++)
1693 if (sides[i] & (1 << j))
1695 outelement3i[j][0] = element[0];
1696 outelement3i[j][1] = element[1];
1697 outelement3i[j][2] = element[2];
1698 outelement3i[j] += 3;
1703 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1706 static void R_Shadow_MakeTextures_MakeCorona(void)
1710 unsigned char pixels[32][32][4];
1711 for (y = 0;y < 32;y++)
1713 dy = (y - 15.5f) * (1.0f / 16.0f);
1714 for (x = 0;x < 32;x++)
1716 dx = (x - 15.5f) * (1.0f / 16.0f);
1717 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1718 a = bound(0, a, 255);
1719 pixels[y][x][0] = a;
1720 pixels[y][x][1] = a;
1721 pixels[y][x][2] = a;
1722 pixels[y][x][3] = 255;
1725 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1728 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1730 float dist = sqrt(x*x+y*y+z*z);
1731 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1732 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1733 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1736 static void R_Shadow_MakeTextures(void)
1739 float intensity, dist;
1741 R_Shadow_FreeShadowMaps();
1742 R_FreeTexturePool(&r_shadow_texturepool);
1743 r_shadow_texturepool = R_AllocTexturePool();
1744 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1745 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1746 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1747 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1748 for (x = 0;x <= ATTENTABLESIZE;x++)
1750 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1751 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1752 r_shadow_attentable[x] = bound(0, intensity, 1);
1754 // 1D gradient texture
1755 for (x = 0;x < ATTEN1DSIZE;x++)
1756 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1757 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1758 // 2D circle texture
1759 for (y = 0;y < ATTEN2DSIZE;y++)
1760 for (x = 0;x < ATTEN2DSIZE;x++)
1761 data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1762 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1763 // 3D sphere texture
1764 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1766 for (z = 0;z < ATTEN3DSIZE;z++)
1767 for (y = 0;y < ATTEN3DSIZE;y++)
1768 for (x = 0;x < ATTEN3DSIZE;x++)
1769 data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1770 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1773 r_shadow_attenuation3dtexture = NULL;
1776 R_Shadow_MakeTextures_MakeCorona();
1778 // Editor light sprites
1779 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1796 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1797 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1814 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1815 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1832 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1833 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1850 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1851 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1868 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1869 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1886 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1889 void R_Shadow_ValidateCvars(void)
1891 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1892 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1893 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1894 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1895 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1896 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1899 void R_Shadow_RenderMode_Begin(void)
1905 R_Shadow_ValidateCvars();
1907 if (!r_shadow_attenuation2dtexture
1908 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1909 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1910 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1911 R_Shadow_MakeTextures();
1914 R_Mesh_ColorPointer(NULL, 0, 0);
1915 R_Mesh_ResetTextureState();
1916 GL_BlendFunc(GL_ONE, GL_ZERO);
1917 GL_DepthRange(0, 1);
1918 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1920 GL_DepthMask(false);
1921 GL_Color(0, 0, 0, 1);
1922 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1924 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1926 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1928 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1929 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1931 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1933 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1934 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1938 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1939 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1942 switch(vid.renderpath)
1944 case RENDERPATH_GL20:
1945 case RENDERPATH_CGGL:
1946 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1948 case RENDERPATH_GL13:
1949 case RENDERPATH_GL11:
1950 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1951 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1952 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1953 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1954 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1955 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1957 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1963 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1964 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1965 r_shadow_drawbuffer = drawbuffer;
1966 r_shadow_readbuffer = readbuffer;
1968 r_shadow_cullface_front = r_refdef.view.cullface_front;
1969 r_shadow_cullface_back = r_refdef.view.cullface_back;
1972 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1974 rsurface.rtlight = rtlight;
1977 void R_Shadow_RenderMode_Reset(void)
1980 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1982 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1984 if (vid.support.ext_framebuffer_object)
1986 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
1989 qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
1990 qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
1992 R_SetViewport(&r_refdef.view.viewport);
1993 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1994 R_Mesh_ColorPointer(NULL, 0, 0);
1995 R_Mesh_ResetTextureState();
1996 GL_DepthRange(0, 1);
1998 GL_DepthMask(false);
1999 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2000 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2001 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2002 qglStencilMask(255);CHECKGLERROR
2003 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2004 qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR
2005 r_refdef.view.cullface_front = r_shadow_cullface_front;
2006 r_refdef.view.cullface_back = r_shadow_cullface_back;
2007 GL_CullFace(r_refdef.view.cullface_back);
2008 GL_Color(1, 1, 1, 1);
2009 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2010 GL_BlendFunc(GL_ONE, GL_ZERO);
2011 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
2012 r_shadow_usingshadowmaprect = false;
2013 r_shadow_usingshadowmapcube = false;
2014 r_shadow_usingshadowmap2d = false;
2015 r_shadow_usingshadowmaportho = false;
2019 void R_Shadow_ClearStencil(void)
2022 GL_Clear(GL_STENCIL_BUFFER_BIT);
2023 r_refdef.stats.lights_clears++;
2026 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2028 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2029 if (r_shadow_rendermode == mode)
2032 R_Shadow_RenderMode_Reset();
2033 GL_ColorMask(0, 0, 0, 0);
2034 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2035 R_SetupShader_DepthOrShadow();
2036 qglDepthFunc(GL_LESS);CHECKGLERROR
2037 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2038 r_shadow_rendermode = mode;
2043 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2044 GL_CullFace(GL_NONE);
2045 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2046 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2048 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2049 GL_CullFace(GL_NONE);
2050 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2051 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2053 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2054 GL_CullFace(GL_NONE);
2055 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2056 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2057 qglStencilMask(255);CHECKGLERROR
2058 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2059 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2060 qglStencilMask(255);CHECKGLERROR
2061 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2063 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2064 GL_CullFace(GL_NONE);
2065 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2066 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2067 qglStencilMask(255);CHECKGLERROR
2068 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2069 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2070 qglStencilMask(255);CHECKGLERROR
2071 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2076 static void R_Shadow_MakeVSDCT(void)
2078 // maps to a 2x3 texture rectangle with normalized coordinates
2083 // stores abs(dir.xy), offset.xy/2.5
2084 unsigned char data[4*6] =
2086 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2087 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2088 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2089 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2090 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2091 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2093 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2096 static void R_Shadow_MakeShadowMap(int side, int size)
2099 switch (r_shadow_shadowmode)
2101 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2102 if (r_shadow_shadowmap2dtexture) return;
2103 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2104 qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
2105 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
2106 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
2108 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2109 if (r_shadow_shadowmaprectangletexture) return;
2110 r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", size*2, size*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2111 qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
2112 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
2113 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
2115 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2116 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) return;
2117 r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2118 qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2119 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2120 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2125 // render depth into the fbo, do not render color at all
2126 qglDrawBuffer(GL_NONE);CHECKGLERROR
2127 qglReadBuffer(GL_NONE);CHECKGLERROR
2128 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2129 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2131 Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2132 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2133 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2137 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2139 float nearclip, farclip, bias;
2140 r_viewport_t viewport;
2144 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2146 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2147 r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2148 r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2149 r_shadow_shadowmapside = side;
2150 r_shadow_shadowmapsize = size;
2151 switch (r_shadow_shadowmode)
2153 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2154 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2155 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2156 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2157 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2159 // complex unrolled cube approach (more flexible)
2160 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2161 R_Shadow_MakeVSDCT();
2162 if (!r_shadow_shadowmap2dtexture)
2163 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2165 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2166 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2167 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2168 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2170 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2171 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2172 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2173 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2174 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
2176 // complex unrolled cube approach (more flexible)
2177 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2178 R_Shadow_MakeVSDCT();
2179 if (!r_shadow_shadowmaprectangletexture)
2180 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2182 if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
2183 r_shadow_shadowmap_texturescale[0] = 1.0f;
2184 r_shadow_shadowmap_texturescale[1] = 1.0f;
2185 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
2187 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2188 r_shadow_shadowmap_parameters[0] = 1.0f;
2189 r_shadow_shadowmap_parameters[2] = 1.0f;
2190 R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
2191 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
2193 // simple cube approach
2194 if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
2195 R_Shadow_MakeShadowMap(side, size);
2197 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
2198 r_shadow_shadowmap_texturescale[0] = 0.0f;
2199 r_shadow_shadowmap_texturescale[1] = 0.0f;
2200 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
2206 R_Shadow_RenderMode_Reset();
2209 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
2210 R_SetupShader_DepthOrShadow();
2214 R_SetupShader_ShowDepth();
2215 qglClearColor(1,1,1,1);CHECKGLERROR
2218 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2225 R_SetViewport(&viewport);
2226 switch (r_shadow_rendermode)
2228 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
2229 case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
2230 flipped = (side & 1) ^ (side >> 2);
2231 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2232 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2233 GL_CullFace(r_refdef.view.cullface_back);
2234 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2236 // get tightest scissor rectangle that encloses all viewports in the clear mask
2237 int x1 = clear & 0x15 ? 0 : size;
2238 int x2 = clear & 0x2A ? 2 * size : size;
2239 int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2240 int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2241 GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2242 GL_Clear(GL_DEPTH_BUFFER_BIT);
2244 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2246 case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
2247 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2248 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2250 GL_Clear(GL_DEPTH_BUFFER_BIT);
2258 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2262 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2263 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2264 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2265 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2268 R_Shadow_RenderMode_Reset();
2269 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2272 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2276 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2277 // only draw light where this geometry was already rendered AND the
2278 // stencil is 128 (values other than this mean shadow)
2279 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2281 r_shadow_rendermode = r_shadow_lightingrendermode;
2282 // do global setup needed for the chosen lighting mode
2283 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2285 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2290 switch (r_shadow_shadowmode)
2292 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2293 r_shadow_usingshadowmap2d = true;
2295 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2296 r_shadow_usingshadowmaprect = true;
2298 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2299 r_shadow_usingshadowmapcube = true;
2305 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
2309 static const unsigned short bboxelements[36] =
2319 static const float bboxpoints[8][3] =
2331 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2334 float vertex3f[8*3];
2335 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2337 R_Shadow_RenderMode_Reset();
2338 r_shadow_rendermode = r_shadow_lightingrendermode;
2339 // do global setup needed for the chosen lighting mode
2341 R_EntityMatrix(&identitymatrix);
2342 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2345 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2346 // only draw light where this geometry was already rendered AND the
2347 // stencil is 128 (values other than this mean shadow)
2348 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2350 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
2353 switch (r_shadow_shadowmode)
2355 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2356 r_shadow_usingshadowmap2d = true;
2358 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
2359 r_shadow_usingshadowmaprect = true;
2361 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
2362 r_shadow_usingshadowmapcube = true;
2369 // render the lighting
2370 R_SetupShader_DeferredLight(rsurface.rtlight);
2371 for (i = 0;i < 8;i++)
2372 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2374 R_Mesh_VertexPointer(vertex3f, 0, 0);
2375 R_Mesh_ColorPointer(NULL, 0, 0);
2376 GL_ColorMask(1,1,1,1);
2377 GL_DepthMask(false);
2378 GL_DepthRange(0, 1);
2379 GL_PolygonOffset(0, 0);
2381 qglDepthFunc(GL_GREATER);CHECKGLERROR
2382 GL_CullFace(r_refdef.view.cullface_back);
2383 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
2387 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2390 R_Shadow_RenderMode_Reset();
2391 GL_BlendFunc(GL_ONE, GL_ONE);
2392 GL_DepthRange(0, 1);
2393 GL_DepthTest(r_showshadowvolumes.integer < 2);
2394 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2395 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2396 GL_CullFace(GL_NONE);
2397 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2400 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2403 R_Shadow_RenderMode_Reset();
2404 GL_BlendFunc(GL_ONE, GL_ONE);
2405 GL_DepthRange(0, 1);
2406 GL_DepthTest(r_showlighting.integer < 2);
2407 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2410 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2414 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2415 qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
2417 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2420 void R_Shadow_RenderMode_End(void)
2423 R_Shadow_RenderMode_Reset();
2424 R_Shadow_RenderMode_ActiveLight(NULL);
2426 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2427 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2430 int bboxedges[12][2] =
2449 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2451 int i, ix1, iy1, ix2, iy2;
2452 float x1, y1, x2, y2;
2454 float vertex[20][3];
2463 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2464 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2465 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2466 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2468 if (!r_shadow_scissor.integer)
2471 // if view is inside the light box, just say yes it's visible
2472 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
2475 x1 = y1 = x2 = y2 = 0;
2477 // transform all corners that are infront of the nearclip plane
2478 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
2479 plane4f[3] = r_refdef.view.frustum[4].dist;
2481 for (i = 0;i < 8;i++)
2483 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
2484 dist[i] = DotProduct4(corner[i], plane4f);
2485 sign[i] = dist[i] > 0;
2488 VectorCopy(corner[i], vertex[numvertices]);
2492 // if some points are behind the nearclip, add clipped edge points to make
2493 // sure that the scissor boundary is complete
2494 if (numvertices > 0 && numvertices < 8)
2496 // add clipped edge points
2497 for (i = 0;i < 12;i++)
2499 j = bboxedges[i][0];
2500 k = bboxedges[i][1];
2501 if (sign[j] != sign[k])
2503 f = dist[j] / (dist[j] - dist[k]);
2504 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
2510 // if we have no points to check, the light is behind the view plane
2514 // if we have some points to transform, check what screen area is covered
2515 x1 = y1 = x2 = y2 = 0;
2517 //Con_Printf("%i vertices to transform...\n", numvertices);
2518 for (i = 0;i < numvertices;i++)
2520 VectorCopy(vertex[i], v);
2521 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
2522 //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]);
2525 if (x1 > v2[0]) x1 = v2[0];
2526 if (x2 < v2[0]) x2 = v2[0];
2527 if (y1 > v2[1]) y1 = v2[1];
2528 if (y2 < v2[1]) y2 = v2[1];
2537 // now convert the scissor rectangle to integer screen coordinates
2538 ix1 = (int)(x1 - 1.0f);
2539 iy1 = vid.height - (int)(y2 - 1.0f);
2540 ix2 = (int)(x2 + 1.0f);
2541 iy2 = vid.height - (int)(y1 + 1.0f);
2542 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
2544 // clamp it to the screen
2545 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
2546 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
2547 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
2548 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
2550 // if it is inside out, it's not visible
2551 if (ix2 <= ix1 || iy2 <= iy1)
2554 // the light area is visible, set up the scissor rectangle
2555 r_shadow_lightscissor[0] = ix1;
2556 r_shadow_lightscissor[1] = iy1;
2557 r_shadow_lightscissor[2] = ix2 - ix1;
2558 r_shadow_lightscissor[3] = iy2 - iy1;
2560 r_refdef.stats.lights_scissored++;
2564 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
2566 const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2567 const float *normal3f = rsurface.normal3f + 3 * firstvertex;
2568 float *color4f = rsurface.array_color4f + 4 * firstvertex;
2569 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2570 switch (r_shadow_rendermode)
2572 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2573 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2574 if (VectorLength2(diffusecolor) > 0)
2576 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2578 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2579 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2580 if ((dot = DotProduct(n, v)) < 0)
2582 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2583 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2586 VectorCopy(ambientcolor, color4f);
2587 if (r_refdef.fogenabled)
2590 f = RSurf_FogVertex(vertex3f);
2591 VectorScale(color4f, f, color4f);
2598 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2600 VectorCopy(ambientcolor, color4f);
2601 if (r_refdef.fogenabled)
2604 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2605 f = RSurf_FogVertex(vertex3f);
2606 VectorScale(color4f, f, color4f);
2612 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2613 if (VectorLength2(diffusecolor) > 0)
2615 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2617 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2618 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2620 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2621 if ((dot = DotProduct(n, v)) < 0)
2623 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2624 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2625 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2626 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2630 color4f[0] = ambientcolor[0] * distintensity;
2631 color4f[1] = ambientcolor[1] * distintensity;
2632 color4f[2] = ambientcolor[2] * distintensity;
2634 if (r_refdef.fogenabled)
2637 f = RSurf_FogVertex(vertex3f);
2638 VectorScale(color4f, f, color4f);
2642 VectorClear(color4f);
2648 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2650 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2651 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2653 color4f[0] = ambientcolor[0] * distintensity;
2654 color4f[1] = ambientcolor[1] * distintensity;
2655 color4f[2] = ambientcolor[2] * distintensity;
2656 if (r_refdef.fogenabled)
2659 f = RSurf_FogVertex(vertex3f);
2660 VectorScale(color4f, f, color4f);
2664 VectorClear(color4f);
2669 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2670 if (VectorLength2(diffusecolor) > 0)
2672 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2674 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2675 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2677 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2678 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2679 if ((dot = DotProduct(n, v)) < 0)
2681 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2682 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2683 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2684 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2688 color4f[0] = ambientcolor[0] * distintensity;
2689 color4f[1] = ambientcolor[1] * distintensity;
2690 color4f[2] = ambientcolor[2] * distintensity;
2692 if (r_refdef.fogenabled)
2695 f = RSurf_FogVertex(vertex3f);
2696 VectorScale(color4f, f, color4f);
2700 VectorClear(color4f);
2706 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2708 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2709 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2711 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2712 color4f[0] = ambientcolor[0] * distintensity;
2713 color4f[1] = ambientcolor[1] * distintensity;
2714 color4f[2] = ambientcolor[2] * distintensity;
2715 if (r_refdef.fogenabled)
2718 f = RSurf_FogVertex(vertex3f);
2719 VectorScale(color4f, f, color4f);
2723 VectorClear(color4f);
2733 static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2735 // used to display how many times a surface is lit for level design purposes
2736 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2739 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
2741 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2742 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
2743 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2745 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2747 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2748 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2750 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2754 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2761 int newnumtriangles;
2765 int maxtriangles = 4096;
2766 static int newelements[4096*3];
2767 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2768 for (renders = 0;renders < 4;renders++)
2773 newnumtriangles = 0;
2775 // due to low fillrate on the cards this vertex lighting path is
2776 // designed for, we manually cull all triangles that do not
2777 // contain a lit vertex
2778 // this builds batches of triangles from multiple surfaces and
2779 // renders them at once
2780 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2782 if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2784 if (newnumtriangles)
2786 newfirstvertex = min(newfirstvertex, e[0]);
2787 newlastvertex = max(newlastvertex, e[0]);
2791 newfirstvertex = e[0];
2792 newlastvertex = e[0];
2794 newfirstvertex = min(newfirstvertex, e[1]);
2795 newlastvertex = max(newlastvertex, e[1]);
2796 newfirstvertex = min(newfirstvertex, e[2]);
2797 newlastvertex = max(newlastvertex, e[2]);
2803 if (newnumtriangles >= maxtriangles)
2805 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2806 newnumtriangles = 0;
2812 if (newnumtriangles >= 1)
2814 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2817 // if we couldn't find any lit triangles, exit early
2820 // now reduce the intensity for the next overbright pass
2821 // we have to clamp to 0 here incase the drivers have improper
2822 // handling of negative colors
2823 // (some old drivers even have improper handling of >1 color)
2825 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2827 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2829 c[0] = max(0, c[0] - 1);
2830 c[1] = max(0, c[1] - 1);
2831 c[2] = max(0, c[2] - 1);
2843 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolor, float ambientscale, float diffusescale)
2845 // OpenGL 1.1 path (anything)
2846 float ambientcolorbase[3], diffusecolorbase[3];
2847 float ambientcolorpants[3], diffusecolorpants[3];
2848 float ambientcolorshirt[3], diffusecolorshirt[3];
2849 const float *surfacecolor = rsurface.texture->dlightcolor;
2850 const float *surfacepants = rsurface.colormap_pantscolor;
2851 const float *surfaceshirt = rsurface.colormap_shirtcolor;
2852 rtexture_t *basetexture = rsurface.texture->basetexture;
2853 rtexture_t *pantstexture = rsurface.texture->pantstexture;
2854 rtexture_t *shirttexture = rsurface.texture->shirttexture;
2855 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2856 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2857 ambientscale *= 2 * r_refdef.view.colorscale;
2858 diffusescale *= 2 * r_refdef.view.colorscale;
2859 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2860 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2861 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2862 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2863 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2864 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2865 R_Mesh_TexBind(0, basetexture);
2866 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2867 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2868 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2869 switch(r_shadow_rendermode)
2871 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2872 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
2873 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2874 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2875 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2877 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2878 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
2879 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2880 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2881 R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2883 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2884 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
2885 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2886 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2887 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2889 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2894 //R_Mesh_TexBind(0, basetexture);
2895 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
2898 R_Mesh_TexBind(0, pantstexture);
2899 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
2903 R_Mesh_TexBind(0, shirttexture);
2904 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
2908 extern cvar_t gl_lightmaps;
2909 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2911 float ambientscale, diffusescale, specularscale;
2913 float lightcolor[3];
2914 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2915 ambientscale = rsurface.rtlight->ambientscale;
2916 diffusescale = rsurface.rtlight->diffusescale;
2917 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2918 if (!r_shadow_usenormalmap.integer)
2920 ambientscale += 1.0f * diffusescale;
2924 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2926 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2929 VectorNegate(lightcolor, lightcolor);
2930 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2932 RSurf_SetupDepthAndCulling();
2933 switch (r_shadow_rendermode)
2935 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2936 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2937 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2939 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2940 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolor, ambientscale, diffusescale, specularscale);
2942 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2943 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2944 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2945 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2946 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolor, ambientscale, diffusescale);
2949 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2953 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2956 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2958 matrix4x4_t tempmatrix = *matrix;
2959 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2961 // if this light has been compiled before, free the associated data
2962 R_RTLight_Uncompile(rtlight);
2964 // clear it completely to avoid any lingering data
2965 memset(rtlight, 0, sizeof(*rtlight));
2967 // copy the properties
2968 rtlight->matrix_lighttoworld = tempmatrix;
2969 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2970 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2971 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2972 VectorCopy(color, rtlight->color);
2973 rtlight->cubemapname[0] = 0;
2974 if (cubemapname && cubemapname[0])
2975 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2976 rtlight->shadow = shadow;
2977 rtlight->corona = corona;
2978 rtlight->style = style;
2979 rtlight->isstatic = isstatic;
2980 rtlight->coronasizescale = coronasizescale;
2981 rtlight->ambientscale = ambientscale;
2982 rtlight->diffusescale = diffusescale;
2983 rtlight->specularscale = specularscale;
2984 rtlight->flags = flags;
2986 // compute derived data
2987 //rtlight->cullradius = rtlight->radius;
2988 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2989 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2990 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2991 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2992 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2993 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2994 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2997 // compiles rtlight geometry
2998 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2999 void R_RTLight_Compile(rtlight_t *rtlight)
3002 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3003 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3004 entity_render_t *ent = r_refdef.scene.worldentity;
3005 dp_model_t *model = r_refdef.scene.worldmodel;
3006 unsigned char *data;
3009 // compile the light
3010 rtlight->compiled = true;
3011 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3012 rtlight->static_numleafs = 0;
3013 rtlight->static_numleafpvsbytes = 0;
3014 rtlight->static_leaflist = NULL;
3015 rtlight->static_leafpvs = NULL;
3016 rtlight->static_numsurfaces = 0;
3017 rtlight->static_surfacelist = NULL;
3018 rtlight->static_shadowmap_receivers = 0x3F;
3019 rtlight->static_shadowmap_casters = 0x3F;
3020 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3021 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3022 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3023 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3024 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3025 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3027 if (model && model->GetLightInfo)
3029 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3030 r_shadow_compilingrtlight = rtlight;
3031 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
3032 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3033 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3034 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3035 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3036 rtlight->static_numsurfaces = numsurfaces;
3037 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3038 rtlight->static_numleafs = numleafs;
3039 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3040 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3041 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3042 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3043 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3044 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3045 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3046 if (rtlight->static_numsurfaces)
3047 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3048 if (rtlight->static_numleafs)
3049 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3050 if (rtlight->static_numleafpvsbytes)
3051 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3052 if (rtlight->static_numshadowtrispvsbytes)
3053 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3054 if (rtlight->static_numlighttrispvsbytes)
3055 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3056 switch (rtlight->shadowmode)
3058 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3059 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
3060 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
3061 if (model->CompileShadowMap && rtlight->shadow)
3062 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3065 if (model->CompileShadowVolume && rtlight->shadow)
3066 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3069 // now we're done compiling the rtlight
3070 r_shadow_compilingrtlight = NULL;
3074 // use smallest available cullradius - box radius or light radius
3075 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3076 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3078 shadowzpasstris = 0;
3079 if (rtlight->static_meshchain_shadow_zpass)
3080 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3081 shadowzpasstris += mesh->numtriangles;
3083 shadowzfailtris = 0;
3084 if (rtlight->static_meshchain_shadow_zfail)
3085 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3086 shadowzfailtris += mesh->numtriangles;
3089 if (rtlight->static_numlighttrispvsbytes)
3090 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3091 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3095 if (rtlight->static_numlighttrispvsbytes)
3096 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3097 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3100 if (developer_extra.integer)
3101 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3104 void R_RTLight_Uncompile(rtlight_t *rtlight)
3106 if (rtlight->compiled)
3108 if (rtlight->static_meshchain_shadow_zpass)
3109 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3110 rtlight->static_meshchain_shadow_zpass = NULL;
3111 if (rtlight->static_meshchain_shadow_zfail)
3112 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3113 rtlight->static_meshchain_shadow_zfail = NULL;
3114 if (rtlight->static_meshchain_shadow_shadowmap)
3115 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3116 rtlight->static_meshchain_shadow_shadowmap = NULL;
3117 // these allocations are grouped
3118 if (rtlight->static_surfacelist)
3119 Mem_Free(rtlight->static_surfacelist);
3120 rtlight->static_numleafs = 0;
3121 rtlight->static_numleafpvsbytes = 0;
3122 rtlight->static_leaflist = NULL;
3123 rtlight->static_leafpvs = NULL;
3124 rtlight->static_numsurfaces = 0;
3125 rtlight->static_surfacelist = NULL;
3126 rtlight->static_numshadowtrispvsbytes = 0;
3127 rtlight->static_shadowtrispvs = NULL;
3128 rtlight->static_numlighttrispvsbytes = 0;
3129 rtlight->static_lighttrispvs = NULL;
3130 rtlight->compiled = false;
3134 void R_Shadow_UncompileWorldLights(void)
3138 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3139 for (lightindex = 0;lightindex < range;lightindex++)
3141 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3144 R_RTLight_Uncompile(&light->rtlight);
3148 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3152 // reset the count of frustum planes
3153 // see rtlight->cached_frustumplanes definition for how much this array
3155 rtlight->cached_numfrustumplanes = 0;
3157 // haven't implemented a culling path for ortho rendering
3158 if (!r_refdef.view.useperspective)
3160 // check if the light is on screen and copy the 4 planes if it is
3161 for (i = 0;i < 4;i++)
3162 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3165 for (i = 0;i < 4;i++)
3166 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3171 // generate a deformed frustum that includes the light origin, this is
3172 // used to cull shadow casting surfaces that can not possibly cast a
3173 // shadow onto the visible light-receiving surfaces, which can be a
3176 // if the light origin is onscreen the result will be 4 planes exactly
3177 // if the light origin is offscreen on only one axis the result will
3178 // be exactly 5 planes (split-side case)
3179 // if the light origin is offscreen on two axes the result will be
3180 // exactly 4 planes (stretched corner case)
3181 for (i = 0;i < 4;i++)
3183 // quickly reject standard frustum planes that put the light
3184 // origin outside the frustum
3185 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3188 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3190 // if all the standard frustum planes were accepted, the light is onscreen
3191 // otherwise we need to generate some more planes below...
3192 if (rtlight->cached_numfrustumplanes < 4)
3194 // at least one of the stock frustum planes failed, so we need to
3195 // create one or two custom planes to enclose the light origin
3196 for (i = 0;i < 4;i++)
3198 // create a plane using the view origin and light origin, and a
3199 // single point from the frustum corner set
3200 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3201 VectorNormalize(plane.normal);
3202 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3203 // see if this plane is backwards and flip it if so
3204 for (j = 0;j < 4;j++)
3205 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3209 VectorNegate(plane.normal, plane.normal);
3211 // flipped plane, test again to see if it is now valid
3212 for (j = 0;j < 4;j++)
3213 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3215 // if the plane is still not valid, then it is dividing the
3216 // frustum and has to be rejected
3220 // we have created a valid plane, compute extra info
3221 PlaneClassify(&plane);
3223 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3225 // if we've found 5 frustum planes then we have constructed a
3226 // proper split-side case and do not need to keep searching for
3227 // planes to enclose the light origin
3228 if (rtlight->cached_numfrustumplanes == 5)
3236 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3238 plane = rtlight->cached_frustumplanes[i];
3239 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
3244 // now add the light-space box planes if the light box is rotated, as any
3245 // caster outside the oriented light box is irrelevant (even if it passed
3246 // the worldspace light box, which is axial)
3247 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3249 for (i = 0;i < 6;i++)
3253 v[i >> 1] = (i & 1) ? -1 : 1;
3254 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3255 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3256 plane.dist = VectorNormalizeLength(plane.normal);
3257 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3258 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3264 // add the world-space reduced box planes
3265 for (i = 0;i < 6;i++)
3267 VectorClear(plane.normal);
3268 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3269 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3270 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3279 // reduce all plane distances to tightly fit the rtlight cull box, which
3281 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3282 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3283 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3284 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3285 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3286 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3287 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3288 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3289 oldnum = rtlight->cached_numfrustumplanes;
3290 rtlight->cached_numfrustumplanes = 0;
3291 for (j = 0;j < oldnum;j++)
3293 // find the nearest point on the box to this plane
3294 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3295 for (i = 1;i < 8;i++)
3297 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3298 if (bestdist > dist)
3301 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3302 // if the nearest point is near or behind the plane, we want this
3303 // plane, otherwise the plane is useless as it won't cull anything
3304 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3306 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3307 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3314 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3318 RSurf_ActiveWorldEntity();
3320 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3323 GL_CullFace(GL_NONE);
3324 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3325 for (;mesh;mesh = mesh->next)
3327 if (!mesh->sidetotals[r_shadow_shadowmapside])
3329 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3330 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3331 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3335 else if (r_refdef.scene.worldentity->model)
3336 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3338 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3341 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3343 qboolean zpass = false;
3346 int surfacelistindex;
3347 msurface_t *surface;
3349 RSurf_ActiveWorldEntity();
3351 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3354 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3356 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3357 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3359 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3360 for (;mesh;mesh = mesh->next)
3362 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3363 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3364 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3366 // increment stencil if frontface is infront of depthbuffer
3367 GL_CullFace(r_refdef.view.cullface_back);
3368 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
3369 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3370 // decrement stencil if backface is infront of depthbuffer
3371 GL_CullFace(r_refdef.view.cullface_front);
3372 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
3374 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3376 // decrement stencil if backface is behind depthbuffer
3377 GL_CullFace(r_refdef.view.cullface_front);
3378 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
3379 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3380 // increment stencil if frontface is behind depthbuffer
3381 GL_CullFace(r_refdef.view.cullface_back);
3382 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
3384 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3388 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3390 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3391 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3392 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3394 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3395 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3396 if (CHECKPVSBIT(trispvs, t))
3397 shadowmarklist[numshadowmark++] = t;
3399 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3401 else if (numsurfaces)
3402 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3404 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3407 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3409 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3410 vec_t relativeshadowradius;
3411 RSurf_ActiveModelEntity(ent, false, false, false);
3412 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3413 // we need to re-init the shader for each entity because the matrix changed
3414 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3415 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3416 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3417 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3418 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3419 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3420 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3421 switch (r_shadow_rendermode)
3423 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3424 case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
3425 case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
3426 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3429 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3432 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3435 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3437 // set up properties for rendering light onto this entity
3438 RSurf_ActiveModelEntity(ent, true, true, false);
3439 GL_AlphaTest(false);
3440 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3441 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3442 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3443 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3446 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3448 if (!r_refdef.scene.worldmodel->DrawLight)
3451 // set up properties for rendering light onto this entity
3452 RSurf_ActiveWorldEntity();
3453 GL_AlphaTest(false);
3454 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3455 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3456 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3457 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3459 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3461 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3464 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3466 dp_model_t *model = ent->model;
3467 if (!model->DrawLight)
3470 R_Shadow_SetupEntityLight(ent);
3472 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3474 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3477 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3481 int numleafs, numsurfaces;
3482 int *leaflist, *surfacelist;
3483 unsigned char *leafpvs;
3484 unsigned char *shadowtrispvs;
3485 unsigned char *lighttrispvs;
3486 //unsigned char *surfacesides;
3487 int numlightentities;
3488 int numlightentities_noselfshadow;
3489 int numshadowentities;
3490 int numshadowentities_noselfshadow;
3491 static entity_render_t *lightentities[MAX_EDICTS];
3492 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3493 static entity_render_t *shadowentities[MAX_EDICTS];
3494 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3497 rtlight->draw = false;
3499 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3500 // skip lights that are basically invisible (color 0 0 0)
3501 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3503 // loading is done before visibility checks because loading should happen
3504 // all at once at the start of a level, not when it stalls gameplay.
3505 // (especially important to benchmarks)
3507 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3509 if (rtlight->compiled)
3510 R_RTLight_Uncompile(rtlight);
3511 R_RTLight_Compile(rtlight);
3515 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3517 // look up the light style value at this time
3518 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3519 VectorScale(rtlight->color, f, rtlight->currentcolor);
3521 if (rtlight->selected)
3523 f = 2 + sin(realtime * M_PI * 4.0);
3524 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3528 // if lightstyle is currently off, don't draw the light
3529 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3532 // skip processing on corona-only lights
3536 // if the light box is offscreen, skip it
3537 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3540 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3541 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3543 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3545 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3547 // compiled light, world available and can receive realtime lighting
3548 // retrieve leaf information
3549 numleafs = rtlight->static_numleafs;
3550 leaflist = rtlight->static_leaflist;
3551 leafpvs = rtlight->static_leafpvs;
3552 numsurfaces = rtlight->static_numsurfaces;
3553 surfacelist = rtlight->static_surfacelist;
3554 //surfacesides = NULL;
3555 shadowtrispvs = rtlight->static_shadowtrispvs;
3556 lighttrispvs = rtlight->static_lighttrispvs;
3558 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3560 // dynamic light, world available and can receive realtime lighting
3561 // calculate lit surfaces and leafs
3562 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
3563 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3564 leaflist = r_shadow_buffer_leaflist;
3565 leafpvs = r_shadow_buffer_leafpvs;
3566 surfacelist = r_shadow_buffer_surfacelist;
3567 //surfacesides = r_shadow_buffer_surfacesides;
3568 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3569 lighttrispvs = r_shadow_buffer_lighttrispvs;
3570 // if the reduced leaf bounds are offscreen, skip it
3571 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3582 //surfacesides = NULL;
3583 shadowtrispvs = NULL;
3584 lighttrispvs = NULL;
3586 // check if light is illuminating any visible leafs
3589 for (i = 0;i < numleafs;i++)
3590 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3596 // make a list of lit entities and shadow casting entities
3597 numlightentities = 0;
3598 numlightentities_noselfshadow = 0;
3599 numshadowentities = 0;
3600 numshadowentities_noselfshadow = 0;
3602 // add dynamic entities that are lit by the light
3603 for (i = 0;i < r_refdef.scene.numentities;i++)
3606 entity_render_t *ent = r_refdef.scene.entities[i];
3608 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3610 // skip the object entirely if it is not within the valid
3611 // shadow-casting region (which includes the lit region)
3612 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3614 if (!(model = ent->model))
3616 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3618 // this entity wants to receive light, is visible, and is
3619 // inside the light box
3620 // TODO: check if the surfaces in the model can receive light
3621 // so now check if it's in a leaf seen by the light
3622 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3624 if (ent->flags & RENDER_NOSELFSHADOW)
3625 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3627 lightentities[numlightentities++] = ent;
3628 // since it is lit, it probably also casts a shadow...
3629 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3630 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3631 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3633 // note: exterior models without the RENDER_NOSELFSHADOW
3634 // flag still create a RENDER_NOSELFSHADOW shadow but
3635 // are lit normally, this means that they are
3636 // self-shadowing but do not shadow other
3637 // RENDER_NOSELFSHADOW entities such as the gun
3638 // (very weird, but keeps the player shadow off the gun)
3639 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3640 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3642 shadowentities[numshadowentities++] = ent;
3645 else if (ent->flags & RENDER_SHADOW)
3647 // this entity is not receiving light, but may still need to
3649 // TODO: check if the surfaces in the model can cast shadow
3650 // now check if it is in a leaf seen by the light
3651 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3653 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3654 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3655 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3657 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3658 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3660 shadowentities[numshadowentities++] = ent;
3665 // return if there's nothing at all to light
3666 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3669 // count this light in the r_speeds
3670 r_refdef.stats.lights++;
3672 // flag it as worth drawing later
3673 rtlight->draw = true;
3675 // cache all the animated entities that cast a shadow but are not visible
3676 for (i = 0;i < numshadowentities;i++)
3677 if (!shadowentities[i]->animcache_vertex3f)
3678 R_AnimCache_GetEntity(shadowentities[i], false, false);
3679 for (i = 0;i < numshadowentities_noselfshadow;i++)
3680 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3681 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3683 // allocate some temporary memory for rendering this light later in the frame
3684 // reusable buffers need to be copied, static data can be used as-is
3685 rtlight->cached_numlightentities = numlightentities;
3686 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
3687 rtlight->cached_numshadowentities = numshadowentities;
3688 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3689 rtlight->cached_numsurfaces = numsurfaces;
3690 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3691 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3692 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3693 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3694 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3696 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3697 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3698 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3699 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3700 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3704 // compiled light data
3705 rtlight->cached_shadowtrispvs = shadowtrispvs;
3706 rtlight->cached_lighttrispvs = lighttrispvs;
3707 rtlight->cached_surfacelist = surfacelist;
3711 void R_Shadow_DrawLight(rtlight_t *rtlight)
3715 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3716 int numlightentities;
3717 int numlightentities_noselfshadow;
3718 int numshadowentities;
3719 int numshadowentities_noselfshadow;
3720 entity_render_t **lightentities;
3721 entity_render_t **lightentities_noselfshadow;
3722 entity_render_t **shadowentities;
3723 entity_render_t **shadowentities_noselfshadow;
3725 static unsigned char entitysides[MAX_EDICTS];
3726 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3727 vec3_t nearestpoint;
3729 qboolean castshadows;
3732 // check if we cached this light this frame (meaning it is worth drawing)
3736 // if R_FrameData_Store ran out of space we skip anything dependent on it
3737 if (r_framedata_failed)
3740 numlightentities = rtlight->cached_numlightentities;
3741 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3742 numshadowentities = rtlight->cached_numshadowentities;
3743 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3744 numsurfaces = rtlight->cached_numsurfaces;
3745 lightentities = rtlight->cached_lightentities;
3746 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3747 shadowentities = rtlight->cached_shadowentities;
3748 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3749 shadowtrispvs = rtlight->cached_shadowtrispvs;
3750 lighttrispvs = rtlight->cached_lighttrispvs;
3751 surfacelist = rtlight->cached_surfacelist;
3753 // set up a scissor rectangle for this light
3754 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3757 // don't let sound skip if going slow
3758 if (r_refdef.scene.extraupdate)
3761 // make this the active rtlight for rendering purposes
3762 R_Shadow_RenderMode_ActiveLight(rtlight);
3764 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3766 // optionally draw visible shape of the shadow volumes
3767 // for performance analysis by level designers
3768 R_Shadow_RenderMode_VisibleShadowVolumes();
3770 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3771 for (i = 0;i < numshadowentities;i++)
3772 R_Shadow_DrawEntityShadow(shadowentities[i]);
3773 for (i = 0;i < numshadowentities_noselfshadow;i++)
3774 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3775 R_Shadow_RenderMode_VisibleLighting(false, false);
3778 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3780 // optionally draw the illuminated areas
3781 // for performance analysis by level designers
3782 R_Shadow_RenderMode_VisibleLighting(false, false);
3784 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3785 for (i = 0;i < numlightentities;i++)
3786 R_Shadow_DrawEntityLight(lightentities[i]);
3787 for (i = 0;i < numlightentities_noselfshadow;i++)
3788 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3791 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3793 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3794 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3795 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3796 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3798 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3799 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3800 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3802 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3808 int receivermask = 0;
3809 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3810 Matrix4x4_Abs(&radiustolight);
3812 r_shadow_shadowmaplod = 0;
3813 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3814 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3815 r_shadow_shadowmaplod = i;
3817 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
3818 size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
3820 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3822 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3824 surfacesides = NULL;
3827 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3829 castermask = rtlight->static_shadowmap_casters;
3830 receivermask = rtlight->static_shadowmap_receivers;
3834 surfacesides = r_shadow_buffer_surfacesides;
3835 for(i = 0;i < numsurfaces;i++)
3837 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3838 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3839 castermask |= surfacesides[i];
3840 receivermask |= surfacesides[i];
3844 if (receivermask < 0x3F)
3846 for (i = 0;i < numlightentities;i++)
3847 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3848 if (receivermask < 0x3F)
3849 for(i = 0; i < numlightentities_noselfshadow;i++)
3850 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3853 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3857 for (i = 0;i < numshadowentities;i++)
3858 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3859 for (i = 0;i < numshadowentities_noselfshadow;i++)
3860 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3863 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3865 // render shadow casters into 6 sided depth texture
3866 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3868 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
3869 if (! (castermask & (1 << side))) continue;
3871 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3872 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3873 R_Shadow_DrawEntityShadow(shadowentities[i]);
3876 if (numlightentities_noselfshadow)
3878 // render lighting using the depth texture as shadowmap
3879 // draw lighting in the unmasked areas
3880 R_Shadow_RenderMode_Lighting(false, false, true);
3881 for (i = 0;i < numlightentities_noselfshadow;i++)
3882 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3885 // render shadow casters into 6 sided depth texture
3886 if (numshadowentities_noselfshadow)
3888 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3890 R_Shadow_RenderMode_ShadowMap(side, 0, size);
3891 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3892 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3896 // render lighting using the depth texture as shadowmap
3897 // draw lighting in the unmasked areas
3898 R_Shadow_RenderMode_Lighting(false, false, true);
3899 // draw lighting in the unmasked areas
3901 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3902 for (i = 0;i < numlightentities;i++)
3903 R_Shadow_DrawEntityLight(lightentities[i]);
3905 else if (castshadows && vid.stencil)
3907 // draw stencil shadow volumes to mask off pixels that are in shadow
3908 // so that they won't receive lighting
3909 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3910 R_Shadow_ClearStencil();
3913 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3914 for (i = 0;i < numshadowentities;i++)
3915 R_Shadow_DrawEntityShadow(shadowentities[i]);
3917 // draw lighting in the unmasked areas
3918 R_Shadow_RenderMode_Lighting(true, false, false);
3919 for (i = 0;i < numlightentities_noselfshadow;i++)
3920 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3922 for (i = 0;i < numshadowentities_noselfshadow;i++)
3923 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3925 // draw lighting in the unmasked areas
3926 R_Shadow_RenderMode_Lighting(true, false, false);
3928 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3929 for (i = 0;i < numlightentities;i++)
3930 R_Shadow_DrawEntityLight(lightentities[i]);
3934 // draw lighting in the unmasked areas
3935 R_Shadow_RenderMode_Lighting(false, false, false);
3937 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3938 for (i = 0;i < numlightentities;i++)
3939 R_Shadow_DrawEntityLight(lightentities[i]);
3940 for (i = 0;i < numlightentities_noselfshadow;i++)
3941 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3944 if (r_shadow_usingdeferredprepass)
3946 // when rendering deferred lighting, we simply rasterize the box
3947 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3948 R_Shadow_RenderMode_DrawDeferredLight(false, true);
3949 else if (castshadows && vid.stencil)
3950 R_Shadow_RenderMode_DrawDeferredLight(true, false);
3952 R_Shadow_RenderMode_DrawDeferredLight(false, false);
3956 static void R_Shadow_FreeDeferred(void)
3958 if (r_shadow_prepassgeometryfbo)
3959 qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
3960 r_shadow_prepassgeometryfbo = 0;
3962 if (r_shadow_prepasslightingfbo)
3963 qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
3964 r_shadow_prepasslightingfbo = 0;
3966 if (r_shadow_prepassgeometrydepthtexture)
3967 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
3968 r_shadow_prepassgeometrydepthtexture = NULL;
3970 if (r_shadow_prepassgeometrynormalmaptexture)
3971 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
3972 r_shadow_prepassgeometrynormalmaptexture = NULL;
3974 if (r_shadow_prepasslightingdiffusetexture)
3975 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
3976 r_shadow_prepasslightingdiffusetexture = NULL;
3978 if (r_shadow_prepasslightingspeculartexture)
3979 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
3980 r_shadow_prepasslightingspeculartexture = NULL;
3983 void R_Shadow_DrawPrepass(void)
3991 entity_render_t *ent;
3993 GL_AlphaTest(false);
3994 R_Mesh_ColorPointer(NULL, 0, 0);
3995 R_Mesh_ResetTextureState();
3997 GL_ColorMask(1,1,1,1);
3998 GL_BlendFunc(GL_ONE, GL_ZERO);
4001 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
4002 qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
4003 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
4005 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4006 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4007 if (r_timereport_active)
4008 R_TimeReport("prepassworld");
4010 for (i = 0;i < r_refdef.scene.numentities;i++)
4012 if (!r_refdef.viewcache.entityvisible[i])
4014 ent = r_refdef.scene.entities[i];
4015 if (ent->model && ent->model->DrawPrepass != NULL)
4016 ent->model->DrawPrepass(ent);
4019 if (r_timereport_active)
4020 R_TimeReport("prepassmodels");
4022 GL_DepthMask(false);
4023 GL_ColorMask(1,1,1,1);
4026 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4027 qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
4028 GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
4029 if (r_refdef.fogenabled)
4030 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
4032 R_Shadow_RenderMode_Begin();
4034 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4035 if (r_shadow_debuglight.integer >= 0)
4037 lightindex = r_shadow_debuglight.integer;
4038 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4039 if (light && (light->flags & flag))
4040 R_Shadow_DrawLight(&light->rtlight);
4044 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4045 for (lightindex = 0;lightindex < range;lightindex++)
4047 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4048 if (light && (light->flags & flag))
4049 R_Shadow_DrawLight(&light->rtlight);
4052 if (r_refdef.scene.rtdlight)
4053 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4054 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4056 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
4057 if (r_refdef.fogenabled)
4058 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
4060 R_Shadow_RenderMode_End();
4062 if (r_timereport_active)
4063 R_TimeReport("prepasslights");
4066 void R_Shadow_DrawLightSprites(void);
4067 void R_Shadow_PrepareLights(void)
4077 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4078 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4079 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) ||
4080 r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
4081 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4082 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4083 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4084 R_Shadow_FreeShadowMaps();
4086 r_shadow_usingshadowmaportho = false;
4088 switch (vid.renderpath)
4090 case RENDERPATH_GL20:
4091 case RENDERPATH_CGGL:
4092 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4094 r_shadow_usingdeferredprepass = false;
4095 if (r_shadow_prepass_width)
4096 R_Shadow_FreeDeferred();
4097 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4101 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4103 R_Shadow_FreeDeferred();
4105 r_shadow_usingdeferredprepass = true;
4106 r_shadow_prepass_width = vid.width;
4107 r_shadow_prepass_height = vid.height;
4108 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4109 r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4110 r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4111 r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4113 // set up the geometry pass fbo (depth + normalmap)
4114 qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
4115 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
4116 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4117 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
4118 // render depth into one texture and normalmap into the other
4119 if (qglDrawBuffersARB)
4121 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4122 qglReadBuffer(GL_NONE);CHECKGLERROR
4124 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4125 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4127 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4128 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4129 r_shadow_usingdeferredprepass = false;
4132 // set up the lighting pass fbo (diffuse + specular)
4133 qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
4134 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4135 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4136 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
4137 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
4138 // render diffuse into one texture and specular into another,
4139 // with depth and normalmap bound as textures,
4140 // with depth bound as attachment as well
4141 if (qglDrawBuffersARB)
4143 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4144 qglReadBuffer(GL_NONE);CHECKGLERROR
4146 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4147 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4149 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4150 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4151 r_shadow_usingdeferredprepass = false;
4155 case RENDERPATH_GL13:
4156 case RENDERPATH_GL11:
4157 r_shadow_usingdeferredprepass = false;
4161 R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
4163 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4164 if (r_shadow_debuglight.integer >= 0)
4166 lightindex = r_shadow_debuglight.integer;
4167 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4168 if (light && (light->flags & flag))
4169 R_Shadow_PrepareLight(&light->rtlight);
4173 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4174 for (lightindex = 0;lightindex < range;lightindex++)
4176 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4177 if (light && (light->flags & flag))
4178 R_Shadow_PrepareLight(&light->rtlight);
4181 if (r_refdef.scene.rtdlight)
4183 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4184 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4186 else if(gl_flashblend.integer)
4188 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4190 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4191 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4192 VectorScale(rtlight->color, f, rtlight->currentcolor);
4196 if (r_editlights.integer)
4197 R_Shadow_DrawLightSprites();
4200 void R_Shadow_DrawLights(void)
4208 R_Shadow_RenderMode_Begin();
4210 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4211 if (r_shadow_debuglight.integer >= 0)
4213 lightindex = r_shadow_debuglight.integer;
4214 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4215 if (light && (light->flags & flag))
4216 R_Shadow_DrawLight(&light->rtlight);
4220 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4221 for (lightindex = 0;lightindex < range;lightindex++)
4223 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4224 if (light && (light->flags & flag))
4225 R_Shadow_DrawLight(&light->rtlight);
4228 if (r_refdef.scene.rtdlight)
4229 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4230 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4232 R_Shadow_RenderMode_End();
4235 extern const float r_screenvertex3f[12];
4236 extern void R_SetupView(qboolean allowwaterclippingplane);
4237 extern void R_ResetViewRendering3D(void);
4238 extern void R_ResetViewRendering2D(void);
4239 extern cvar_t r_shadows;
4240 extern cvar_t r_shadows_darken;
4241 extern cvar_t r_shadows_drawafterrtlighting;
4242 extern cvar_t r_shadows_castfrombmodels;
4243 extern cvar_t r_shadows_throwdistance;
4244 extern cvar_t r_shadows_throwdirection;
4245 extern cvar_t r_shadows_focus;
4246 extern cvar_t r_shadows_shadowmapscale;
4248 void R_Shadow_PrepareModelShadows(void)
4251 float scale, size, radius, dot1, dot2;
4252 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4253 entity_render_t *ent;
4255 if (!r_refdef.scene.numentities)
4258 switch (r_shadow_shadowmode)
4260 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4261 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4262 if (r_shadows.integer >= 2)
4265 case R_SHADOW_SHADOWMODE_STENCIL:
4266 for (i = 0;i < r_refdef.scene.numentities;i++)
4268 ent = r_refdef.scene.entities[i];
4269 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4270 R_AnimCache_GetEntity(ent, false, false);
4277 size = 2*r_shadow_shadowmapmaxsize;
4278 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4279 radius = 0.5f * size / scale;
4281 Math_atov(r_shadows_throwdirection.string, shadowdir);
4282 VectorNormalize(shadowdir);
4283 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4284 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4285 if (fabs(dot1) <= fabs(dot2))
4286 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4288 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4289 VectorNormalize(shadowforward);
4290 CrossProduct(shadowdir, shadowforward, shadowright);
4291 Math_atov(r_shadows_focus.string, shadowfocus);
4292 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4293 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4294 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4295 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4296 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4298 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4300 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4301 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4302 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4303 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4304 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4305 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4307 for (i = 0;i < r_refdef.scene.numentities;i++)
4309 ent = r_refdef.scene.entities[i];
4310 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4312 // cast shadows from anything of the map (submodels are optional)
4313 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4314 R_AnimCache_GetEntity(ent, false, false);
4318 void R_DrawModelShadowMaps(void)
4321 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4322 entity_render_t *ent;
4323 vec3_t relativelightorigin;
4324 vec3_t relativelightdirection, relativeforward, relativeright;
4325 vec3_t relativeshadowmins, relativeshadowmaxs;
4326 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4328 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4329 r_viewport_t viewport;
4332 if (!r_refdef.scene.numentities)
4335 switch (r_shadow_shadowmode)
4337 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4338 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4345 R_ResetViewRendering3D();
4346 R_Shadow_RenderMode_Begin();
4347 R_Shadow_RenderMode_ActiveLight(NULL);
4349 switch (r_shadow_shadowmode)
4351 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4352 if (!r_shadow_shadowmap2dtexture)
4353 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4354 fbo = r_shadow_fbo2d;
4355 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4356 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4357 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4359 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4360 if (!r_shadow_shadowmaprectangletexture)
4361 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4362 fbo = r_shadow_fborectangle;
4363 r_shadow_shadowmap_texturescale[0] = 1.0f;
4364 r_shadow_shadowmap_texturescale[1] = 1.0f;
4365 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
4371 size = 2*r_shadow_shadowmapmaxsize;
4372 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4373 radius = 0.5f / scale;
4374 nearclip = -r_shadows_throwdistance.value;
4375 farclip = r_shadows_throwdistance.value;
4376 bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4378 r_shadow_shadowmap_parameters[0] = size;
4379 r_shadow_shadowmap_parameters[1] = size;
4380 r_shadow_shadowmap_parameters[2] = 1.0;
4381 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4383 Math_atov(r_shadows_throwdirection.string, shadowdir);
4384 VectorNormalize(shadowdir);
4385 Math_atov(r_shadows_focus.string, shadowfocus);
4386 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4387 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4388 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4389 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4390 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4391 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4392 if (fabs(dot1) <= fabs(dot2))
4393 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4395 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4396 VectorNormalize(shadowforward);
4397 VectorM(scale, shadowforward, &m[0]);
4398 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4400 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4401 CrossProduct(shadowdir, shadowforward, shadowright);
4402 VectorM(scale, shadowright, &m[4]);
4403 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4404 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4405 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4406 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4407 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4408 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4410 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4413 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
4414 R_SetupShader_ShowDepth();
4416 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
4417 R_SetupShader_DepthOrShadow();
4420 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4423 R_SetViewport(&viewport);
4424 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4427 qglClearColor(1,1,1,1);
4428 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
4430 GL_Clear(GL_DEPTH_BUFFER_BIT);
4432 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4435 for (i = 0;i < r_refdef.scene.numentities;i++)
4437 ent = r_refdef.scene.entities[i];
4439 // cast shadows from anything of the map (submodels are optional)
4440 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4442 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4443 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4444 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4445 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4446 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4447 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4448 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4449 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4450 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4451 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4452 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4453 RSurf_ActiveModelEntity(ent, false, false, false);
4454 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4455 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4459 R_Shadow_RenderMode_End();
4461 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4462 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4463 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4464 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4465 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4466 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4468 r_shadow_usingshadowmaportho = true;
4469 switch (r_shadow_shadowmode)
4471 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4472 r_shadow_usingshadowmap2d = true;
4474 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
4475 r_shadow_usingshadowmaprect = true;
4482 void R_DrawModelShadows(void)
4485 float relativethrowdistance;
4486 entity_render_t *ent;
4487 vec3_t relativelightorigin;
4488 vec3_t relativelightdirection;
4489 vec3_t relativeshadowmins, relativeshadowmaxs;
4490 vec3_t tmp, shadowdir;
4492 if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4496 R_ResetViewRendering3D();
4497 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4498 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4499 R_Shadow_RenderMode_Begin();
4500 R_Shadow_RenderMode_ActiveLight(NULL);
4501 r_shadow_lightscissor[0] = r_refdef.view.x;
4502 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4503 r_shadow_lightscissor[2] = r_refdef.view.width;
4504 r_shadow_lightscissor[3] = r_refdef.view.height;
4505 R_Shadow_RenderMode_StencilShadowVolumes(false);
4508 if (r_shadows.integer == 2)
4510 Math_atov(r_shadows_throwdirection.string, shadowdir);
4511 VectorNormalize(shadowdir);
4514 R_Shadow_ClearStencil();
4516 for (i = 0;i < r_refdef.scene.numentities;i++)
4518 ent = r_refdef.scene.entities[i];
4520 // cast shadows from anything of the map (submodels are optional)
4521 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4523 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4524 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4525 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4526 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4527 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4530 if(ent->entitynumber != 0)
4532 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
4534 // FIXME handle this
4535 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4539 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4540 int entnum, entnum2, recursion;
4541 entnum = entnum2 = ent->entitynumber;
4542 for(recursion = 32; recursion > 0; --recursion)
4544 entnum2 = cl.entities[entnum].state_current.tagentity;
4545 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4550 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4552 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4553 // transform into modelspace of OUR entity
4554 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4555 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4558 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4562 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4565 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4566 RSurf_ActiveModelEntity(ent, false, false, false);
4567 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4568 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4572 // not really the right mode, but this will disable any silly stencil features
4573 R_Shadow_RenderMode_End();
4575 // set up ortho view for rendering this pass
4576 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4577 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4578 //GL_ScissorTest(true);
4579 //R_EntityMatrix(&identitymatrix);
4580 //R_Mesh_ResetTextureState();
4581 R_ResetViewRendering2D();
4582 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4583 R_Mesh_ColorPointer(NULL, 0, 0);
4584 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4586 // set up a darkening blend on shadowed areas
4587 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4588 //GL_DepthRange(0, 1);
4589 //GL_DepthTest(false);
4590 //GL_DepthMask(false);
4591 //GL_PolygonOffset(0, 0);CHECKGLERROR
4592 GL_Color(0, 0, 0, r_shadows_darken.value);
4593 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4594 //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
4595 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
4596 qglStencilMask(255);CHECKGLERROR
4597 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4598 qglStencilFunc(GL_NOTEQUAL, 128, 255);CHECKGLERROR
4600 // apply the blend to the shadowed areas
4601 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4603 // restore the viewport
4604 R_SetViewport(&r_refdef.view.viewport);
4606 // restore other state to normal
4607 //R_Shadow_RenderMode_End();
4610 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4613 vec3_t centerorigin;
4615 // if it's too close, skip it
4616 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4618 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4621 if (usequery && r_numqueries + 2 <= r_maxqueries)
4623 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4624 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4625 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
4626 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4629 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
4630 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4631 qglDepthFunc(GL_ALWAYS);
4632 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4633 R_Mesh_VertexPointer(vertex3f, 0, 0);
4634 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4635 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4636 qglDepthFunc(GL_LEQUAL);
4637 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4638 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4639 R_Mesh_VertexPointer(vertex3f, 0, 0);
4640 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4641 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4644 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4647 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4649 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4652 GLint allpixels = 0, visiblepixels = 0;
4653 // now we have to check the query result
4654 if (rtlight->corona_queryindex_visiblepixels)
4657 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4658 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4660 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4661 if (visiblepixels < 1 || allpixels < 1)
4663 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4664 cscale *= rtlight->corona_visibility;
4668 // FIXME: these traces should scan all render entities instead of cl.world
4669 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4672 VectorScale(rtlight->currentcolor, cscale, color);
4673 if (VectorLength(color) > (1.0f / 256.0f))
4676 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4679 VectorNegate(color, color);
4680 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4682 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4683 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4684 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4686 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4690 void R_Shadow_DrawCoronas(void)
4698 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4700 if (r_waterstate.renderingscene)
4702 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4703 R_EntityMatrix(&identitymatrix);
4705 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4707 // check occlusion of coronas
4708 // use GL_ARB_occlusion_query if available
4709 // otherwise use raytraces
4711 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4714 GL_ColorMask(0,0,0,0);
4715 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4716 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4719 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4720 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4722 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4725 RSurf_ActiveWorldEntity();
4726 GL_BlendFunc(GL_ONE, GL_ZERO);
4727 GL_CullFace(GL_NONE);
4728 GL_DepthMask(false);
4729 GL_DepthRange(0, 1);
4730 GL_PolygonOffset(0, 0);
4732 R_Mesh_ColorPointer(NULL, 0, 0);
4733 R_Mesh_ResetTextureState();
4734 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4736 for (lightindex = 0;lightindex < range;lightindex++)
4738 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4741 rtlight = &light->rtlight;
4742 rtlight->corona_visibility = 0;
4743 rtlight->corona_queryindex_visiblepixels = 0;
4744 rtlight->corona_queryindex_allpixels = 0;
4745 if (!(rtlight->flags & flag))
4747 if (rtlight->corona <= 0)
4749 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4751 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4753 for (i = 0;i < r_refdef.scene.numlights;i++)
4755 rtlight = r_refdef.scene.lights[i];
4756 rtlight->corona_visibility = 0;
4757 rtlight->corona_queryindex_visiblepixels = 0;
4758 rtlight->corona_queryindex_allpixels = 0;
4759 if (!(rtlight->flags & flag))
4761 if (rtlight->corona <= 0)
4763 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4766 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4768 // now draw the coronas using the query data for intensity info
4769 for (lightindex = 0;lightindex < range;lightindex++)
4771 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4774 rtlight = &light->rtlight;
4775 if (rtlight->corona_visibility <= 0)
4777 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4779 for (i = 0;i < r_refdef.scene.numlights;i++)
4781 rtlight = r_refdef.scene.lights[i];
4782 if (rtlight->corona_visibility <= 0)
4784 if (gl_flashblend.integer)
4785 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4787 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4793 dlight_t *R_Shadow_NewWorldLight(void)
4795 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4798 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
4801 // validate parameters
4802 if (style < 0 || style >= MAX_LIGHTSTYLES)
4804 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4810 // copy to light properties
4811 VectorCopy(origin, light->origin);
4812 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4813 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4814 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4816 light->color[0] = max(color[0], 0);
4817 light->color[1] = max(color[1], 0);
4818 light->color[2] = max(color[2], 0);
4820 light->color[0] = color[0];
4821 light->color[1] = color[1];
4822 light->color[2] = color[2];
4823 light->radius = max(radius, 0);
4824 light->style = style;
4825 light->shadow = shadowenable;
4826 light->corona = corona;
4827 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4828 light->coronasizescale = coronasizescale;
4829 light->ambientscale = ambientscale;
4830 light->diffusescale = diffusescale;
4831 light->specularscale = specularscale;
4832 light->flags = flags;
4834 // update renderable light data
4835 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4836 R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4839 void R_Shadow_FreeWorldLight(dlight_t *light)
4841 if (r_shadow_selectedlight == light)
4842 r_shadow_selectedlight = NULL;
4843 R_RTLight_Uncompile(&light->rtlight);
4844 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4847 void R_Shadow_ClearWorldLights(void)
4851 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4852 for (lightindex = 0;lightindex < range;lightindex++)
4854 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4856 R_Shadow_FreeWorldLight(light);
4858 r_shadow_selectedlight = NULL;
4861 void R_Shadow_SelectLight(dlight_t *light)
4863 if (r_shadow_selectedlight)
4864 r_shadow_selectedlight->selected = false;
4865 r_shadow_selectedlight = light;
4866 if (r_shadow_selectedlight)
4867 r_shadow_selectedlight->selected = true;
4870 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4872 // this is never batched (there can be only one)
4874 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
4875 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4876 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4879 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4884 skinframe_t *skinframe;
4887 // this is never batched (due to the ent parameter changing every time)
4888 // so numsurfaces == 1 and surfacelist[0] == lightnumber
4889 const dlight_t *light = (dlight_t *)ent;
4892 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
4895 VectorScale(light->color, intensity, spritecolor);
4896 if (VectorLength(spritecolor) < 0.1732f)
4897 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4898 if (VectorLength(spritecolor) > 1.0f)
4899 VectorNormalize(spritecolor);
4901 // draw light sprite
4902 if (light->cubemapname[0] && !light->shadow)
4903 skinframe = r_editlights_sprcubemapnoshadowlight;
4904 else if (light->cubemapname[0])
4905 skinframe = r_editlights_sprcubemaplight;
4906 else if (!light->shadow)
4907 skinframe = r_editlights_sprnoshadowlight;
4909 skinframe = r_editlights_sprlight;
4911 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4912 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4914 // draw selection sprite if light is selected
4915 if (light->selected)
4917 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4918 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4919 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4923 void R_Shadow_DrawLightSprites(void)
4927 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4928 for (lightindex = 0;lightindex < range;lightindex++)
4930 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4932 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4934 if (!r_editlights_lockcursor)
4935 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4938 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
4943 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
4944 if (lightindex >= range)
4946 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4949 rtlight = &light->rtlight;
4950 //if (!(rtlight->flags & flag))
4952 VectorCopy(rtlight->shadoworigin, origin);
4953 *radius = rtlight->radius;
4954 VectorCopy(rtlight->color, color);
4958 void R_Shadow_SelectLightInView(void)
4960 float bestrating, rating, temp[3];
4964 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4968 if (r_editlights_lockcursor)
4970 for (lightindex = 0;lightindex < range;lightindex++)
4972 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4975 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4976 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4979 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4980 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4982 bestrating = rating;
4987 R_Shadow_SelectLight(best);
4990 void R_Shadow_LoadWorldLights(void)
4992 int n, a, style, shadow, flags;
4993 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4994 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4995 if (cl.worldmodel == NULL)
4997 Con_Print("No map loaded.\n");
5000 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5001 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5011 for (;COM_Parse(t, true) && strcmp(
5012 if (COM_Parse(t, true))
5014 if (com_token[0] == '!')
5017 origin[0] = atof(com_token+1);
5020 origin[0] = atof(com_token);
5025 while (*s && *s != '\n' && *s != '\r')
5031 // check for modifier flags
5038 #if _MSC_VER >= 1400
5039 #define sscanf sscanf_s
5041 cubemapname[sizeof(cubemapname)-1] = 0;
5042 #if MAX_QPATH != 128
5043 #error update this code if MAX_QPATH changes
5045 a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
5046 #if _MSC_VER >= 1400
5047 , sizeof(cubemapname)
5049 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5052 flags = LIGHTFLAG_REALTIMEMODE;
5060 coronasizescale = 0.25f;
5062 VectorClear(angles);
5065 if (a < 9 || !strcmp(cubemapname, "\"\""))
5067 // remove quotes on cubemapname
5068 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5071 namelen = strlen(cubemapname) - 2;
5072 memmove(cubemapname, cubemapname + 1, namelen);
5073 cubemapname[namelen] = '\0';
5077 Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
5080 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5088 Con_Printf("invalid rtlights file \"%s\"\n", name);
5089 Mem_Free(lightsstring);
5093 void R_Shadow_SaveWorldLights(void)
5097 size_t bufchars, bufmaxchars;
5099 char name[MAX_QPATH];
5100 char line[MAX_INPUTLINE];
5101 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5102 // I hate lines which are 3 times my screen size :( --blub
5105 if (cl.worldmodel == NULL)
5107 Con_Print("No map loaded.\n");
5110 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5111 bufchars = bufmaxchars = 0;
5113 for (lightindex = 0;lightindex < range;lightindex++)
5115 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5118 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5119 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
5120 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5121 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
5123 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
5124 if (bufchars + strlen(line) > bufmaxchars)
5126 bufmaxchars = bufchars + strlen(line) + 2048;
5128 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5132 memcpy(buf, oldbuf, bufchars);
5138 memcpy(buf + bufchars, line, strlen(line));
5139 bufchars += strlen(line);
5143 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5148 void R_Shadow_LoadLightsFile(void)
5151 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5152 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5153 if (cl.worldmodel == NULL)
5155 Con_Print("No map loaded.\n");
5158 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5159 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5167 while (*s && *s != '\n' && *s != '\r')
5173 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);
5177 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);
5180 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5181 radius = bound(15, radius, 4096);
5182 VectorScale(color, (2.0f / (8388608.0f)), color);
5183 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5191 Con_Printf("invalid lights file \"%s\"\n", name);
5192 Mem_Free(lightsstring);
5196 // tyrlite/hmap2 light types in the delay field
5197 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5199 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5211 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5212 char key[256], value[MAX_INPUTLINE];
5214 if (cl.worldmodel == NULL)
5216 Con_Print("No map loaded.\n");
5219 // try to load a .ent file first
5220 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5221 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5222 // and if that is not found, fall back to the bsp file entity string
5224 data = cl.worldmodel->brush.entities;
5227 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5229 type = LIGHTTYPE_MINUSX;
5230 origin[0] = origin[1] = origin[2] = 0;
5231 originhack[0] = originhack[1] = originhack[2] = 0;
5232 angles[0] = angles[1] = angles[2] = 0;
5233 color[0] = color[1] = color[2] = 1;
5234 light[0] = light[1] = light[2] = 1;light[3] = 300;
5235 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5245 if (!COM_ParseToken_Simple(&data, false, false))
5247 if (com_token[0] == '}')
5248 break; // end of entity
5249 if (com_token[0] == '_')
5250 strlcpy(key, com_token + 1, sizeof(key));
5252 strlcpy(key, com_token, sizeof(key));
5253 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5254 key[strlen(key)-1] = 0;
5255 if (!COM_ParseToken_Simple(&data, false, false))
5257 strlcpy(value, com_token, sizeof(value));
5259 // now that we have the key pair worked out...
5260 if (!strcmp("light", key))
5262 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5266 light[0] = vec[0] * (1.0f / 256.0f);
5267 light[1] = vec[0] * (1.0f / 256.0f);
5268 light[2] = vec[0] * (1.0f / 256.0f);
5274 light[0] = vec[0] * (1.0f / 255.0f);
5275 light[1] = vec[1] * (1.0f / 255.0f);
5276 light[2] = vec[2] * (1.0f / 255.0f);
5280 else if (!strcmp("delay", key))
5282 else if (!strcmp("origin", key))
5283 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5284 else if (!strcmp("angle", key))
5285 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5286 else if (!strcmp("angles", key))
5287 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5288 else if (!strcmp("color", key))
5289 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5290 else if (!strcmp("wait", key))
5291 fadescale = atof(value);
5292 else if (!strcmp("classname", key))
5294 if (!strncmp(value, "light", 5))
5297 if (!strcmp(value, "light_fluoro"))
5302 overridecolor[0] = 1;
5303 overridecolor[1] = 1;
5304 overridecolor[2] = 1;
5306 if (!strcmp(value, "light_fluorospark"))
5311 overridecolor[0] = 1;
5312 overridecolor[1] = 1;
5313 overridecolor[2] = 1;
5315 if (!strcmp(value, "light_globe"))
5320 overridecolor[0] = 1;
5321 overridecolor[1] = 0.8;
5322 overridecolor[2] = 0.4;
5324 if (!strcmp(value, "light_flame_large_yellow"))
5329 overridecolor[0] = 1;
5330 overridecolor[1] = 0.5;
5331 overridecolor[2] = 0.1;
5333 if (!strcmp(value, "light_flame_small_yellow"))
5338 overridecolor[0] = 1;
5339 overridecolor[1] = 0.5;
5340 overridecolor[2] = 0.1;
5342 if (!strcmp(value, "light_torch_small_white"))
5347 overridecolor[0] = 1;
5348 overridecolor[1] = 0.5;
5349 overridecolor[2] = 0.1;
5351 if (!strcmp(value, "light_torch_small_walltorch"))
5356 overridecolor[0] = 1;
5357 overridecolor[1] = 0.5;
5358 overridecolor[2] = 0.1;
5362 else if (!strcmp("style", key))
5363 style = atoi(value);
5364 else if (!strcmp("skin", key))
5365 skin = (int)atof(value);
5366 else if (!strcmp("pflags", key))
5367 pflags = (int)atof(value);
5368 //else if (!strcmp("effects", key))
5369 // effects = (int)atof(value);
5370 else if (cl.worldmodel->type == mod_brushq3)
5372 if (!strcmp("scale", key))
5373 lightscale = atof(value);
5374 if (!strcmp("fade", key))
5375 fadescale = atof(value);
5380 if (lightscale <= 0)
5384 if (color[0] == color[1] && color[0] == color[2])
5386 color[0] *= overridecolor[0];
5387 color[1] *= overridecolor[1];
5388 color[2] *= overridecolor[2];
5390 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5391 color[0] = color[0] * light[0];
5392 color[1] = color[1] * light[1];
5393 color[2] = color[2] * light[2];
5396 case LIGHTTYPE_MINUSX:
5398 case LIGHTTYPE_RECIPX:
5400 VectorScale(color, (1.0f / 16.0f), color);
5402 case LIGHTTYPE_RECIPXX:
5404 VectorScale(color, (1.0f / 16.0f), color);
5407 case LIGHTTYPE_NONE:
5411 case LIGHTTYPE_MINUSXX:
5414 VectorAdd(origin, originhack, origin);
5416 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5419 Mem_Free(entfiledata);
5423 void R_Shadow_SetCursorLocationForView(void)
5426 vec3_t dest, endpos;
5428 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5429 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5430 if (trace.fraction < 1)
5432 dist = trace.fraction * r_editlights_cursordistance.value;
5433 push = r_editlights_cursorpushback.value;
5437 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5438 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5442 VectorClear( endpos );
5444 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5445 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5446 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5449 void R_Shadow_UpdateWorldLightSelection(void)
5451 if (r_editlights.integer)
5453 R_Shadow_SetCursorLocationForView();
5454 R_Shadow_SelectLightInView();
5457 R_Shadow_SelectLight(NULL);
5460 void R_Shadow_EditLights_Clear_f(void)
5462 R_Shadow_ClearWorldLights();
5465 void R_Shadow_EditLights_Reload_f(void)
5469 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
5470 R_Shadow_ClearWorldLights();
5471 R_Shadow_LoadWorldLights();
5472 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5474 R_Shadow_LoadLightsFile();
5475 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5476 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5480 void R_Shadow_EditLights_Save_f(void)
5484 R_Shadow_SaveWorldLights();
5487 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5489 R_Shadow_ClearWorldLights();
5490 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5493 void R_Shadow_EditLights_ImportLightsFile_f(void)
5495 R_Shadow_ClearWorldLights();
5496 R_Shadow_LoadLightsFile();
5499 void R_Shadow_EditLights_Spawn_f(void)
5502 if (!r_editlights.integer)
5504 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5507 if (Cmd_Argc() != 1)
5509 Con_Print("r_editlights_spawn does not take parameters\n");
5512 color[0] = color[1] = color[2] = 1;
5513 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5516 void R_Shadow_EditLights_Edit_f(void)
5518 vec3_t origin, angles, color;
5519 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5520 int style, shadows, flags, normalmode, realtimemode;
5521 char cubemapname[MAX_INPUTLINE];
5522 if (!r_editlights.integer)
5524 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5527 if (!r_shadow_selectedlight)
5529 Con_Print("No selected light.\n");
5532 VectorCopy(r_shadow_selectedlight->origin, origin);
5533 VectorCopy(r_shadow_selectedlight->angles, angles);
5534 VectorCopy(r_shadow_selectedlight->color, color);
5535 radius = r_shadow_selectedlight->radius;
5536 style = r_shadow_selectedlight->style;
5537 if (r_shadow_selectedlight->cubemapname)
5538 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5541 shadows = r_shadow_selectedlight->shadow;
5542 corona = r_shadow_selectedlight->corona;
5543 coronasizescale = r_shadow_selectedlight->coronasizescale;
5544 ambientscale = r_shadow_selectedlight->ambientscale;
5545 diffusescale = r_shadow_selectedlight->diffusescale;
5546 specularscale = r_shadow_selectedlight->specularscale;
5547 flags = r_shadow_selectedlight->flags;
5548 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5549 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5550 if (!strcmp(Cmd_Argv(1), "origin"))
5552 if (Cmd_Argc() != 5)
5554 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5557 origin[0] = atof(Cmd_Argv(2));
5558 origin[1] = atof(Cmd_Argv(3));
5559 origin[2] = atof(Cmd_Argv(4));
5561 else if (!strcmp(Cmd_Argv(1), "originx"))
5563 if (Cmd_Argc() != 3)
5565 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5568 origin[0] = atof(Cmd_Argv(2));
5570 else if (!strcmp(Cmd_Argv(1), "originy"))
5572 if (Cmd_Argc() != 3)
5574 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5577 origin[1] = atof(Cmd_Argv(2));
5579 else if (!strcmp(Cmd_Argv(1), "originz"))
5581 if (Cmd_Argc() != 3)
5583 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5586 origin[2] = atof(Cmd_Argv(2));
5588 else if (!strcmp(Cmd_Argv(1), "move"))
5590 if (Cmd_Argc() != 5)
5592 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5595 origin[0] += atof(Cmd_Argv(2));
5596 origin[1] += atof(Cmd_Argv(3));
5597 origin[2] += atof(Cmd_Argv(4));
5599 else if (!strcmp(Cmd_Argv(1), "movex"))
5601 if (Cmd_Argc() != 3)
5603 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5606 origin[0] += atof(Cmd_Argv(2));
5608 else if (!strcmp(Cmd_Argv(1), "movey"))
5610 if (Cmd_Argc() != 3)
5612 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5615 origin[1] += atof(Cmd_Argv(2));
5617 else if (!strcmp(Cmd_Argv(1), "movez"))
5619 if (Cmd_Argc() != 3)
5621 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5624 origin[2] += atof(Cmd_Argv(2));
5626 else if (!strcmp(Cmd_Argv(1), "angles"))
5628 if (Cmd_Argc() != 5)
5630 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5633 angles[0] = atof(Cmd_Argv(2));
5634 angles[1] = atof(Cmd_Argv(3));
5635 angles[2] = atof(Cmd_Argv(4));
5637 else if (!strcmp(Cmd_Argv(1), "anglesx"))
5639 if (Cmd_Argc() != 3)
5641 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5644 angles[0] = atof(Cmd_Argv(2));
5646 else if (!strcmp(Cmd_Argv(1), "anglesy"))
5648 if (Cmd_Argc() != 3)
5650 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5653 angles[1] = atof(Cmd_Argv(2));
5655 else if (!strcmp(Cmd_Argv(1), "anglesz"))
5657 if (Cmd_Argc() != 3)
5659 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5662 angles[2] = atof(Cmd_Argv(2));
5664 else if (!strcmp(Cmd_Argv(1), "color"))
5666 if (Cmd_Argc() != 5)
5668 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5671 color[0] = atof(Cmd_Argv(2));
5672 color[1] = atof(Cmd_Argv(3));
5673 color[2] = atof(Cmd_Argv(4));
5675 else if (!strcmp(Cmd_Argv(1), "radius"))
5677 if (Cmd_Argc() != 3)
5679 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5682 radius = atof(Cmd_Argv(2));
5684 else if (!strcmp(Cmd_Argv(1), "colorscale"))
5686 if (Cmd_Argc() == 3)
5688 double scale = atof(Cmd_Argv(2));
5695 if (Cmd_Argc() != 5)
5697 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
5700 color[0] *= atof(Cmd_Argv(2));
5701 color[1] *= atof(Cmd_Argv(3));
5702 color[2] *= atof(Cmd_Argv(4));
5705 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5707 if (Cmd_Argc() != 3)
5709 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5712 radius *= atof(Cmd_Argv(2));
5714 else if (!strcmp(Cmd_Argv(1), "style"))
5716 if (Cmd_Argc() != 3)
5718 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5721 style = atoi(Cmd_Argv(2));
5723 else if (!strcmp(Cmd_Argv(1), "cubemap"))
5727 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5730 if (Cmd_Argc() == 3)
5731 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5735 else if (!strcmp(Cmd_Argv(1), "shadows"))
5737 if (Cmd_Argc() != 3)
5739 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5742 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5744 else if (!strcmp(Cmd_Argv(1), "corona"))
5746 if (Cmd_Argc() != 3)
5748 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5751 corona = atof(Cmd_Argv(2));
5753 else if (!strcmp(Cmd_Argv(1), "coronasize"))
5755 if (Cmd_Argc() != 3)
5757 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5760 coronasizescale = atof(Cmd_Argv(2));
5762 else if (!strcmp(Cmd_Argv(1), "ambient"))
5764 if (Cmd_Argc() != 3)
5766 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5769 ambientscale = atof(Cmd_Argv(2));
5771 else if (!strcmp(Cmd_Argv(1), "diffuse"))
5773 if (Cmd_Argc() != 3)
5775 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5778 diffusescale = atof(Cmd_Argv(2));
5780 else if (!strcmp(Cmd_Argv(1), "specular"))
5782 if (Cmd_Argc() != 3)
5784 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5787 specularscale = atof(Cmd_Argv(2));
5789 else if (!strcmp(Cmd_Argv(1), "normalmode"))
5791 if (Cmd_Argc() != 3)
5793 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5796 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5798 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5800 if (Cmd_Argc() != 3)
5802 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5805 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5809 Con_Print("usage: r_editlights_edit [property] [value]\n");
5810 Con_Print("Selected light's properties:\n");
5811 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5812 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5813 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5814 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
5815 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
5816 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
5817 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5818 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
5819 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
5820 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
5821 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
5822 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
5823 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5824 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5827 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5828 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5831 void R_Shadow_EditLights_EditAll_f(void)
5834 dlight_t *light, *oldselected;
5837 if (!r_editlights.integer)
5839 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5843 oldselected = r_shadow_selectedlight;
5844 // EditLights doesn't seem to have a "remove" command or something so:
5845 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5846 for (lightindex = 0;lightindex < range;lightindex++)
5848 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5851 R_Shadow_SelectLight(light);
5852 R_Shadow_EditLights_Edit_f();
5854 // return to old selected (to not mess editing once selection is locked)
5855 R_Shadow_SelectLight(oldselected);
5858 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5860 int lightnumber, lightcount;
5861 size_t lightindex, range;
5865 if (!r_editlights.integer)
5867 x = vid_conwidth.value - 240;
5869 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5872 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5873 for (lightindex = 0;lightindex < range;lightindex++)
5875 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5878 if (light == r_shadow_selectedlight)
5879 lightnumber = lightindex;
5882 dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5883 dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5885 if (r_shadow_selectedlight == NULL)
5887 dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5888 dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5889 dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5890 dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5891 dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5892 dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5893 dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5894 dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5895 dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5896 dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5897 dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5898 dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5899 dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5900 dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5901 dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5904 void R_Shadow_EditLights_ToggleShadow_f(void)
5906 if (!r_editlights.integer)
5908 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5911 if (!r_shadow_selectedlight)
5913 Con_Print("No selected light.\n");
5916 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
5919 void R_Shadow_EditLights_ToggleCorona_f(void)
5921 if (!r_editlights.integer)
5923 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5926 if (!r_shadow_selectedlight)
5928 Con_Print("No selected light.\n");
5931 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
5934 void R_Shadow_EditLights_Remove_f(void)
5936 if (!r_editlights.integer)
5938 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
5941 if (!r_shadow_selectedlight)
5943 Con_Print("No selected light.\n");
5946 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5947 r_shadow_selectedlight = NULL;
5950 void R_Shadow_EditLights_Help_f(void)
5953 "Documentation on r_editlights system:\n"
5955 "r_editlights : enable/disable editing mode\n"
5956 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5957 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5958 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5959 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5960 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5962 "r_editlights_help : this help\n"
5963 "r_editlights_clear : remove all lights\n"
5964 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5965 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
5966 "r_editlights_save : save to .rtlights file\n"
5967 "r_editlights_spawn : create a light with default settings\n"
5968 "r_editlights_edit command : edit selected light - more documentation below\n"
5969 "r_editlights_remove : remove selected light\n"
5970 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5971 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5972 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5974 "origin x y z : set light location\n"
5975 "originx x: set x component of light location\n"
5976 "originy y: set y component of light location\n"
5977 "originz z: set z component of light location\n"
5978 "move x y z : adjust light location\n"
5979 "movex x: adjust x component of light location\n"
5980 "movey y: adjust y component of light location\n"
5981 "movez z: adjust z component of light location\n"
5982 "angles x y z : set light angles\n"
5983 "anglesx x: set x component of light angles\n"
5984 "anglesy y: set y component of light angles\n"
5985 "anglesz z: set z component of light angles\n"
5986 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5987 "radius radius : set radius (size) of light\n"
5988 "colorscale grey : multiply color of light (1 does nothing)\n"
5989 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5990 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5991 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5992 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5993 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5994 "shadows 1/0 : turn on/off shadows\n"
5995 "corona n : set corona intensity\n"
5996 "coronasize n : set corona size (0-1)\n"
5997 "ambient n : set ambient intensity (0-1)\n"
5998 "diffuse n : set diffuse intensity (0-1)\n"
5999 "specular n : set specular intensity (0-1)\n"
6000 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6001 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6002 "<nothing> : print light properties to console\n"
6006 void R_Shadow_EditLights_CopyInfo_f(void)
6008 if (!r_editlights.integer)
6010 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
6013 if (!r_shadow_selectedlight)
6015 Con_Print("No selected light.\n");
6018 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6019 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6020 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6021 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6022 if (r_shadow_selectedlight->cubemapname)
6023 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6025 r_shadow_bufferlight.cubemapname[0] = 0;
6026 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6027 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6028 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6029 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6030 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6031 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6032 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6035 void R_Shadow_EditLights_PasteInfo_f(void)
6037 if (!r_editlights.integer)
6039 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
6042 if (!r_shadow_selectedlight)
6044 Con_Print("No selected light.\n");
6047 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
6050 void R_Shadow_EditLights_Lock_f(void)
6052 if (!r_editlights.integer)
6054 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
6057 if (r_editlights_lockcursor)
6059 r_editlights_lockcursor = false;
6062 if (!r_shadow_selectedlight)
6064 Con_Print("No selected light to lock on.\n");
6067 r_editlights_lockcursor = true;
6070 void R_Shadow_EditLights_Init(void)
6072 Cvar_RegisterVariable(&r_editlights);
6073 Cvar_RegisterVariable(&r_editlights_cursordistance);
6074 Cvar_RegisterVariable(&r_editlights_cursorpushback);
6075 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6076 Cvar_RegisterVariable(&r_editlights_cursorgrid);
6077 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6078 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6079 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6080 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
6081 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6082 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6083 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6084 Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
6085 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6086 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6087 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6088 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6089 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6090 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6091 Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
6092 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6098 =============================================================================
6102 =============================================================================
6105 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
6107 VectorClear(diffusecolor);
6108 VectorClear(diffusenormal);
6110 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6112 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
6113 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
6116 VectorSet(ambientcolor, 1, 1, 1);
6123 for (i = 0;i < r_refdef.scene.numlights;i++)
6125 light = r_refdef.scene.lights[i];
6126 Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
6127 f = 1 - VectorLength2(v);
6128 if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
6129 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);