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"
142 #include "dpsoftrast.h"
146 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
149 extern void R_Shadow_EditLights_Init(void);
151 typedef enum r_shadow_rendermode_e
153 R_SHADOW_RENDERMODE_NONE,
154 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
155 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
156 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
157 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
158 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
159 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
160 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
161 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
162 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
163 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
164 R_SHADOW_RENDERMODE_LIGHT_GLSL,
165 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
166 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
167 R_SHADOW_RENDERMODE_SHADOWMAP2D
169 r_shadow_rendermode_t;
171 typedef enum r_shadow_shadowmode_e
173 R_SHADOW_SHADOWMODE_STENCIL,
174 R_SHADOW_SHADOWMODE_SHADOWMAP2D
176 r_shadow_shadowmode_t;
178 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
180 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
181 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
182 qboolean r_shadow_usingshadowmap2d;
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_fbo2d;
193 r_shadow_shadowmode_t r_shadow_shadowmode;
194 int r_shadow_shadowmapfilterquality;
195 int r_shadow_shadowmapdepthbits;
196 int r_shadow_shadowmapmaxsize;
197 qboolean r_shadow_shadowmapvsdct;
198 qboolean r_shadow_shadowmapsampler;
199 int r_shadow_shadowmappcf;
200 int r_shadow_shadowmapborder;
201 matrix4x4_t r_shadow_shadowmapmatrix;
202 int r_shadow_lightscissor[4];
203 qboolean r_shadow_usingdeferredprepass;
205 int maxshadowtriangles;
208 int maxshadowvertices;
209 float *shadowvertex3f;
219 unsigned char *shadowsides;
220 int *shadowsideslist;
227 int r_shadow_buffer_numleafpvsbytes;
228 unsigned char *r_shadow_buffer_visitingleafpvs;
229 unsigned char *r_shadow_buffer_leafpvs;
230 int *r_shadow_buffer_leaflist;
232 int r_shadow_buffer_numsurfacepvsbytes;
233 unsigned char *r_shadow_buffer_surfacepvs;
234 int *r_shadow_buffer_surfacelist;
235 unsigned char *r_shadow_buffer_surfacesides;
237 int r_shadow_buffer_numshadowtrispvsbytes;
238 unsigned char *r_shadow_buffer_shadowtrispvs;
239 int r_shadow_buffer_numlighttrispvsbytes;
240 unsigned char *r_shadow_buffer_lighttrispvs;
242 rtexturepool_t *r_shadow_texturepool;
243 rtexture_t *r_shadow_attenuationgradienttexture;
244 rtexture_t *r_shadow_attenuation2dtexture;
245 rtexture_t *r_shadow_attenuation3dtexture;
246 skinframe_t *r_shadow_lightcorona;
247 rtexture_t *r_shadow_shadowmap2dtexture;
248 rtexture_t *r_shadow_shadowmap2dcolortexture;
249 rtexture_t *r_shadow_shadowmapvsdcttexture;
250 int r_shadow_shadowmapsize; // changes for each light based on distance
251 int r_shadow_shadowmaplod; // changes for each light based on distance
253 GLuint r_shadow_prepassgeometryfbo;
254 GLuint r_shadow_prepasslightingdiffusespecularfbo;
255 GLuint r_shadow_prepasslightingdiffusefbo;
256 int r_shadow_prepass_width;
257 int r_shadow_prepass_height;
258 rtexture_t *r_shadow_prepassgeometrydepthtexture;
259 rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
264 // lights are reloaded when this changes
265 char r_shadow_mapname[MAX_QPATH];
267 // used only for light filters (cubemaps)
268 rtexturepool_t *r_shadow_filters_texturepool;
270 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
272 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"};
273 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"};
274 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
275 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"};
276 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)"};
277 //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"};
278 cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
279 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
280 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)"};
281 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"};
282 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
283 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
284 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
285 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
286 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
287 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
288 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
289 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
290 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
291 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)"};
292 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
293 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
294 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
295 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
296 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)"};
297 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"};
298 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
299 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
300 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"};
301 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)"};
302 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
303 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)"};
304 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
305 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)"};
306 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
307 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
308 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
309 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
310 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"};
311 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
312 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
313 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
314 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
315 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
316 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
317 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
318 cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
319 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
320 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)"};
321 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)"};
322 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, requires r_shadow_realtime_world 1"};
323 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
324 cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
325 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
326 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
327 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "2", "particles stop at this fraction of light radius (can be more than 1)"};
328 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "3", "maximum number of bounces for a particle (minimum is 1)"};
329 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
330 cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "2", "brightness of particles contributing to bouncegrid texture"};
331 cvar_t r_shadow_bouncegrid_particlespacing = {CVAR_SAVE, "r_shadow_bouncegrid_particlespacing", "32", "emit one particle per this many units (squared) of radius (squared)"};
332 cvar_t r_shadow_bouncegrid_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"};
333 cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"};
334 cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"};
335 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
336 cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
337 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
338 cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
339 cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
340 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
341 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
342 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
343 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
344 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
345 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
346 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
347 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
348 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
349 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
350 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
351 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
353 rtexture_t *r_shadow_bouncegridtexture;
354 matrix4x4_t r_shadow_bouncegridmatrix;
355 vec_t r_shadow_bouncegridintensity;
356 static double r_shadow_bouncegridtime;
357 static int r_shadow_bouncegridresolution[3];
358 static int r_shadow_bouncegridnumpixels;
359 static unsigned char *r_shadow_bouncegridpixels;
360 static unsigned short *r_shadow_bouncegridhighpixels;
362 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
363 #define ATTENTABLESIZE 256
364 // 1D gradient, 2D circle and 3D sphere attenuation textures
365 #define ATTEN1DSIZE 32
366 #define ATTEN2DSIZE 64
367 #define ATTEN3DSIZE 32
369 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
370 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
371 static float r_shadow_attentable[ATTENTABLESIZE+1];
373 rtlight_t *r_shadow_compilingrtlight;
374 static memexpandablearray_t r_shadow_worldlightsarray;
375 dlight_t *r_shadow_selectedlight;
376 dlight_t r_shadow_bufferlight;
377 vec3_t r_editlights_cursorlocation;
378 qboolean r_editlights_lockcursor;
380 extern int con_vislines;
382 void R_Shadow_UncompileWorldLights(void);
383 void R_Shadow_ClearWorldLights(void);
384 void R_Shadow_SaveWorldLights(void);
385 void R_Shadow_LoadWorldLights(void);
386 void R_Shadow_LoadLightsFile(void);
387 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
388 void R_Shadow_EditLights_Reload_f(void);
389 void R_Shadow_ValidateCvars(void);
390 static void R_Shadow_MakeTextures(void);
392 #define EDLIGHTSPRSIZE 8
393 skinframe_t *r_editlights_sprcursor;
394 skinframe_t *r_editlights_sprlight;
395 skinframe_t *r_editlights_sprnoshadowlight;
396 skinframe_t *r_editlights_sprcubemaplight;
397 skinframe_t *r_editlights_sprcubemapnoshadowlight;
398 skinframe_t *r_editlights_sprselection;
400 void R_Shadow_SetShadowMode(void)
402 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
403 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
404 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
405 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
406 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
407 r_shadow_shadowmaplod = -1;
408 r_shadow_shadowmapsize = 0;
409 r_shadow_shadowmapsampler = false;
410 r_shadow_shadowmappcf = 0;
411 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
412 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
414 switch(vid.renderpath)
416 case RENDERPATH_GL20:
417 if(r_shadow_shadowmapfilterquality < 0)
419 if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
420 r_shadow_shadowmappcf = 1;
421 else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD"))
423 r_shadow_shadowmapsampler = vid.support.arb_shadow;
424 r_shadow_shadowmappcf = 1;
426 else if(strstr(gl_vendor, "ATI"))
427 r_shadow_shadowmappcf = 1;
429 r_shadow_shadowmapsampler = vid.support.arb_shadow;
433 switch (r_shadow_shadowmapfilterquality)
436 r_shadow_shadowmapsampler = vid.support.arb_shadow;
439 r_shadow_shadowmapsampler = vid.support.arb_shadow;
440 r_shadow_shadowmappcf = 1;
443 r_shadow_shadowmappcf = 1;
446 r_shadow_shadowmappcf = 2;
450 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
452 case RENDERPATH_D3D9:
453 case RENDERPATH_D3D10:
454 case RENDERPATH_D3D11:
455 case RENDERPATH_SOFT:
456 r_shadow_shadowmapsampler = false;
457 r_shadow_shadowmappcf = 1;
458 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
460 case RENDERPATH_GL13:
462 case RENDERPATH_GL11:
464 case RENDERPATH_GLES2:
470 qboolean R_Shadow_ShadowMappingEnabled(void)
472 switch (r_shadow_shadowmode)
474 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
481 void R_Shadow_FreeShadowMaps(void)
483 R_Shadow_SetShadowMode();
485 R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
489 if (r_shadow_shadowmap2dtexture)
490 R_FreeTexture(r_shadow_shadowmap2dtexture);
491 r_shadow_shadowmap2dtexture = NULL;
493 if (r_shadow_shadowmap2dcolortexture)
494 R_FreeTexture(r_shadow_shadowmap2dcolortexture);
495 r_shadow_shadowmap2dcolortexture = NULL;
497 if (r_shadow_shadowmapvsdcttexture)
498 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
499 r_shadow_shadowmapvsdcttexture = NULL;
502 void r_shadow_start(void)
504 // allocate vertex processing arrays
505 r_shadow_bouncegridpixels = NULL;
506 r_shadow_bouncegridhighpixels = NULL;
507 r_shadow_bouncegridnumpixels = 0;
508 r_shadow_bouncegridtexture = NULL;
509 r_shadow_attenuationgradienttexture = NULL;
510 r_shadow_attenuation2dtexture = NULL;
511 r_shadow_attenuation3dtexture = NULL;
512 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
513 r_shadow_shadowmap2dtexture = NULL;
514 r_shadow_shadowmap2dcolortexture = NULL;
515 r_shadow_shadowmapvsdcttexture = NULL;
516 r_shadow_shadowmapmaxsize = 0;
517 r_shadow_shadowmapsize = 0;
518 r_shadow_shadowmaplod = 0;
519 r_shadow_shadowmapfilterquality = -1;
520 r_shadow_shadowmapdepthbits = 0;
521 r_shadow_shadowmapvsdct = false;
522 r_shadow_shadowmapsampler = false;
523 r_shadow_shadowmappcf = 0;
526 R_Shadow_FreeShadowMaps();
528 r_shadow_texturepool = NULL;
529 r_shadow_filters_texturepool = NULL;
530 R_Shadow_ValidateCvars();
531 R_Shadow_MakeTextures();
532 maxshadowtriangles = 0;
533 shadowelements = NULL;
534 maxshadowvertices = 0;
535 shadowvertex3f = NULL;
543 shadowmarklist = NULL;
548 shadowsideslist = NULL;
549 r_shadow_buffer_numleafpvsbytes = 0;
550 r_shadow_buffer_visitingleafpvs = NULL;
551 r_shadow_buffer_leafpvs = NULL;
552 r_shadow_buffer_leaflist = NULL;
553 r_shadow_buffer_numsurfacepvsbytes = 0;
554 r_shadow_buffer_surfacepvs = NULL;
555 r_shadow_buffer_surfacelist = NULL;
556 r_shadow_buffer_surfacesides = NULL;
557 r_shadow_buffer_numshadowtrispvsbytes = 0;
558 r_shadow_buffer_shadowtrispvs = NULL;
559 r_shadow_buffer_numlighttrispvsbytes = 0;
560 r_shadow_buffer_lighttrispvs = NULL;
562 r_shadow_usingdeferredprepass = false;
563 r_shadow_prepass_width = r_shadow_prepass_height = 0;
566 static void R_Shadow_FreeDeferred(void);
567 void r_shadow_shutdown(void)
570 R_Shadow_UncompileWorldLights();
572 R_Shadow_FreeShadowMaps();
574 r_shadow_usingdeferredprepass = false;
575 if (r_shadow_prepass_width)
576 R_Shadow_FreeDeferred();
577 r_shadow_prepass_width = r_shadow_prepass_height = 0;
580 r_shadow_bouncegridtexture = NULL;
581 r_shadow_bouncegridpixels = NULL;
582 r_shadow_bouncegridhighpixels = NULL;
583 r_shadow_bouncegridnumpixels = 0;
584 r_shadow_attenuationgradienttexture = NULL;
585 r_shadow_attenuation2dtexture = NULL;
586 r_shadow_attenuation3dtexture = NULL;
587 R_FreeTexturePool(&r_shadow_texturepool);
588 R_FreeTexturePool(&r_shadow_filters_texturepool);
589 maxshadowtriangles = 0;
591 Mem_Free(shadowelements);
592 shadowelements = NULL;
594 Mem_Free(shadowvertex3f);
595 shadowvertex3f = NULL;
598 Mem_Free(vertexupdate);
601 Mem_Free(vertexremap);
607 Mem_Free(shadowmark);
610 Mem_Free(shadowmarklist);
611 shadowmarklist = NULL;
616 Mem_Free(shadowsides);
619 Mem_Free(shadowsideslist);
620 shadowsideslist = NULL;
621 r_shadow_buffer_numleafpvsbytes = 0;
622 if (r_shadow_buffer_visitingleafpvs)
623 Mem_Free(r_shadow_buffer_visitingleafpvs);
624 r_shadow_buffer_visitingleafpvs = NULL;
625 if (r_shadow_buffer_leafpvs)
626 Mem_Free(r_shadow_buffer_leafpvs);
627 r_shadow_buffer_leafpvs = NULL;
628 if (r_shadow_buffer_leaflist)
629 Mem_Free(r_shadow_buffer_leaflist);
630 r_shadow_buffer_leaflist = NULL;
631 r_shadow_buffer_numsurfacepvsbytes = 0;
632 if (r_shadow_buffer_surfacepvs)
633 Mem_Free(r_shadow_buffer_surfacepvs);
634 r_shadow_buffer_surfacepvs = NULL;
635 if (r_shadow_buffer_surfacelist)
636 Mem_Free(r_shadow_buffer_surfacelist);
637 r_shadow_buffer_surfacelist = NULL;
638 if (r_shadow_buffer_surfacesides)
639 Mem_Free(r_shadow_buffer_surfacesides);
640 r_shadow_buffer_surfacesides = NULL;
641 r_shadow_buffer_numshadowtrispvsbytes = 0;
642 if (r_shadow_buffer_shadowtrispvs)
643 Mem_Free(r_shadow_buffer_shadowtrispvs);
644 r_shadow_buffer_numlighttrispvsbytes = 0;
645 if (r_shadow_buffer_lighttrispvs)
646 Mem_Free(r_shadow_buffer_lighttrispvs);
649 void r_shadow_newmap(void)
651 if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
652 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
653 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
654 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
655 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
656 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
657 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
658 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
659 if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
660 R_Shadow_EditLights_Reload_f();
663 void R_Shadow_Init(void)
665 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
666 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
667 Cvar_RegisterVariable(&r_shadow_usebihculling);
668 Cvar_RegisterVariable(&r_shadow_usenormalmap);
669 Cvar_RegisterVariable(&r_shadow_debuglight);
670 Cvar_RegisterVariable(&r_shadow_deferred);
671 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
672 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
673 Cvar_RegisterVariable(&r_shadow_gloss);
674 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
675 Cvar_RegisterVariable(&r_shadow_glossintensity);
676 Cvar_RegisterVariable(&r_shadow_glossexponent);
677 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
678 Cvar_RegisterVariable(&r_shadow_glossexact);
679 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
680 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
681 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
682 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
683 Cvar_RegisterVariable(&r_shadow_projectdistance);
684 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
685 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
686 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
687 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
688 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
689 Cvar_RegisterVariable(&r_shadow_realtime_world);
690 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
691 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
692 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
693 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
694 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
695 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
696 Cvar_RegisterVariable(&r_shadow_scissor);
697 Cvar_RegisterVariable(&r_shadow_shadowmapping);
698 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
699 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
700 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
701 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
702 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
703 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
704 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
705 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
706 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
707 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
708 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
709 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
710 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
711 Cvar_RegisterVariable(&r_shadow_sortsurfaces);
712 Cvar_RegisterVariable(&r_shadow_polygonfactor);
713 Cvar_RegisterVariable(&r_shadow_polygonoffset);
714 Cvar_RegisterVariable(&r_shadow_texture3d);
715 Cvar_RegisterVariable(&r_shadow_bouncegrid);
716 Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
717 Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
718 Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
719 Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
720 Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
721 Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
722 Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
723 Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
724 Cvar_RegisterVariable(&r_shadow_bouncegrid_particlespacing);
725 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx);
726 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
727 Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
728 Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
729 Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
730 Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
731 Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
732 Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
733 Cvar_RegisterVariable(&r_coronas);
734 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
735 Cvar_RegisterVariable(&r_coronas_occlusionquery);
736 Cvar_RegisterVariable(&gl_flashblend);
737 Cvar_RegisterVariable(&gl_ext_separatestencil);
738 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
739 R_Shadow_EditLights_Init();
740 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
741 maxshadowtriangles = 0;
742 shadowelements = NULL;
743 maxshadowvertices = 0;
744 shadowvertex3f = NULL;
752 shadowmarklist = NULL;
757 shadowsideslist = NULL;
758 r_shadow_buffer_numleafpvsbytes = 0;
759 r_shadow_buffer_visitingleafpvs = NULL;
760 r_shadow_buffer_leafpvs = NULL;
761 r_shadow_buffer_leaflist = NULL;
762 r_shadow_buffer_numsurfacepvsbytes = 0;
763 r_shadow_buffer_surfacepvs = NULL;
764 r_shadow_buffer_surfacelist = NULL;
765 r_shadow_buffer_surfacesides = NULL;
766 r_shadow_buffer_shadowtrispvs = NULL;
767 r_shadow_buffer_lighttrispvs = NULL;
768 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
771 matrix4x4_t matrix_attenuationxyz =
774 {0.5, 0.0, 0.0, 0.5},
775 {0.0, 0.5, 0.0, 0.5},
776 {0.0, 0.0, 0.5, 0.5},
781 matrix4x4_t matrix_attenuationz =
784 {0.0, 0.0, 0.5, 0.5},
785 {0.0, 0.0, 0.0, 0.5},
786 {0.0, 0.0, 0.0, 0.5},
791 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
793 numvertices = ((numvertices + 255) & ~255) * vertscale;
794 numtriangles = ((numtriangles + 255) & ~255) * triscale;
795 // make sure shadowelements is big enough for this volume
796 if (maxshadowtriangles < numtriangles)
798 maxshadowtriangles = numtriangles;
800 Mem_Free(shadowelements);
801 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
803 // make sure shadowvertex3f is big enough for this volume
804 if (maxshadowvertices < numvertices)
806 maxshadowvertices = numvertices;
808 Mem_Free(shadowvertex3f);
809 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
813 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
815 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
816 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
817 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
818 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
819 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
821 if (r_shadow_buffer_visitingleafpvs)
822 Mem_Free(r_shadow_buffer_visitingleafpvs);
823 if (r_shadow_buffer_leafpvs)
824 Mem_Free(r_shadow_buffer_leafpvs);
825 if (r_shadow_buffer_leaflist)
826 Mem_Free(r_shadow_buffer_leaflist);
827 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
828 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
829 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
830 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
832 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
834 if (r_shadow_buffer_surfacepvs)
835 Mem_Free(r_shadow_buffer_surfacepvs);
836 if (r_shadow_buffer_surfacelist)
837 Mem_Free(r_shadow_buffer_surfacelist);
838 if (r_shadow_buffer_surfacesides)
839 Mem_Free(r_shadow_buffer_surfacesides);
840 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
841 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
842 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
843 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
845 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
847 if (r_shadow_buffer_shadowtrispvs)
848 Mem_Free(r_shadow_buffer_shadowtrispvs);
849 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
850 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
852 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
854 if (r_shadow_buffer_lighttrispvs)
855 Mem_Free(r_shadow_buffer_lighttrispvs);
856 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
857 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
861 void R_Shadow_PrepareShadowMark(int numtris)
863 // make sure shadowmark is big enough for this volume
864 if (maxshadowmark < numtris)
866 maxshadowmark = numtris;
868 Mem_Free(shadowmark);
870 Mem_Free(shadowmarklist);
871 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
872 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
876 // if shadowmarkcount wrapped we clear the array and adjust accordingly
877 if (shadowmarkcount == 0)
880 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
885 void R_Shadow_PrepareShadowSides(int numtris)
887 if (maxshadowsides < numtris)
889 maxshadowsides = numtris;
891 Mem_Free(shadowsides);
893 Mem_Free(shadowsideslist);
894 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
895 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
900 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)
903 int outtriangles = 0, outvertices = 0;
906 float ratio, direction[3], projectvector[3];
908 if (projectdirection)
909 VectorScale(projectdirection, projectdistance, projectvector);
911 VectorClear(projectvector);
913 // create the vertices
914 if (projectdirection)
916 for (i = 0;i < numshadowmarktris;i++)
918 element = inelement3i + shadowmarktris[i] * 3;
919 for (j = 0;j < 3;j++)
921 if (vertexupdate[element[j]] != vertexupdatenum)
923 vertexupdate[element[j]] = vertexupdatenum;
924 vertexremap[element[j]] = outvertices;
925 vertex = invertex3f + element[j] * 3;
926 // project one copy of the vertex according to projectvector
927 VectorCopy(vertex, outvertex3f);
928 VectorAdd(vertex, projectvector, (outvertex3f + 3));
937 for (i = 0;i < numshadowmarktris;i++)
939 element = inelement3i + shadowmarktris[i] * 3;
940 for (j = 0;j < 3;j++)
942 if (vertexupdate[element[j]] != vertexupdatenum)
944 vertexupdate[element[j]] = vertexupdatenum;
945 vertexremap[element[j]] = outvertices;
946 vertex = invertex3f + element[j] * 3;
947 // project one copy of the vertex to the sphere radius of the light
948 // (FIXME: would projecting it to the light box be better?)
949 VectorSubtract(vertex, projectorigin, direction);
950 ratio = projectdistance / VectorLength(direction);
951 VectorCopy(vertex, outvertex3f);
952 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
960 if (r_shadow_frontsidecasting.integer)
962 for (i = 0;i < numshadowmarktris;i++)
964 int remappedelement[3];
966 const int *neighbortriangle;
968 markindex = shadowmarktris[i] * 3;
969 element = inelement3i + markindex;
970 neighbortriangle = inneighbor3i + markindex;
971 // output the front and back triangles
972 outelement3i[0] = vertexremap[element[0]];
973 outelement3i[1] = vertexremap[element[1]];
974 outelement3i[2] = vertexremap[element[2]];
975 outelement3i[3] = vertexremap[element[2]] + 1;
976 outelement3i[4] = vertexremap[element[1]] + 1;
977 outelement3i[5] = vertexremap[element[0]] + 1;
981 // output the sides (facing outward from this triangle)
982 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
984 remappedelement[0] = vertexremap[element[0]];
985 remappedelement[1] = vertexremap[element[1]];
986 outelement3i[0] = remappedelement[1];
987 outelement3i[1] = remappedelement[0];
988 outelement3i[2] = remappedelement[0] + 1;
989 outelement3i[3] = remappedelement[1];
990 outelement3i[4] = remappedelement[0] + 1;
991 outelement3i[5] = remappedelement[1] + 1;
996 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
998 remappedelement[1] = vertexremap[element[1]];
999 remappedelement[2] = vertexremap[element[2]];
1000 outelement3i[0] = remappedelement[2];
1001 outelement3i[1] = remappedelement[1];
1002 outelement3i[2] = remappedelement[1] + 1;
1003 outelement3i[3] = remappedelement[2];
1004 outelement3i[4] = remappedelement[1] + 1;
1005 outelement3i[5] = remappedelement[2] + 1;
1010 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1012 remappedelement[0] = vertexremap[element[0]];
1013 remappedelement[2] = vertexremap[element[2]];
1014 outelement3i[0] = remappedelement[0];
1015 outelement3i[1] = remappedelement[2];
1016 outelement3i[2] = remappedelement[2] + 1;
1017 outelement3i[3] = remappedelement[0];
1018 outelement3i[4] = remappedelement[2] + 1;
1019 outelement3i[5] = remappedelement[0] + 1;
1028 for (i = 0;i < numshadowmarktris;i++)
1030 int remappedelement[3];
1032 const int *neighbortriangle;
1034 markindex = shadowmarktris[i] * 3;
1035 element = inelement3i + markindex;
1036 neighbortriangle = inneighbor3i + markindex;
1037 // output the front and back triangles
1038 outelement3i[0] = vertexremap[element[2]];
1039 outelement3i[1] = vertexremap[element[1]];
1040 outelement3i[2] = vertexremap[element[0]];
1041 outelement3i[3] = vertexremap[element[0]] + 1;
1042 outelement3i[4] = vertexremap[element[1]] + 1;
1043 outelement3i[5] = vertexremap[element[2]] + 1;
1047 // output the sides (facing outward from this triangle)
1048 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1050 remappedelement[0] = vertexremap[element[0]];
1051 remappedelement[1] = vertexremap[element[1]];
1052 outelement3i[0] = remappedelement[0];
1053 outelement3i[1] = remappedelement[1];
1054 outelement3i[2] = remappedelement[1] + 1;
1055 outelement3i[3] = remappedelement[0];
1056 outelement3i[4] = remappedelement[1] + 1;
1057 outelement3i[5] = remappedelement[0] + 1;
1062 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1064 remappedelement[1] = vertexremap[element[1]];
1065 remappedelement[2] = vertexremap[element[2]];
1066 outelement3i[0] = remappedelement[1];
1067 outelement3i[1] = remappedelement[2];
1068 outelement3i[2] = remappedelement[2] + 1;
1069 outelement3i[3] = remappedelement[1];
1070 outelement3i[4] = remappedelement[2] + 1;
1071 outelement3i[5] = remappedelement[1] + 1;
1076 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1078 remappedelement[0] = vertexremap[element[0]];
1079 remappedelement[2] = vertexremap[element[2]];
1080 outelement3i[0] = remappedelement[2];
1081 outelement3i[1] = remappedelement[0];
1082 outelement3i[2] = remappedelement[0] + 1;
1083 outelement3i[3] = remappedelement[2];
1084 outelement3i[4] = remappedelement[0] + 1;
1085 outelement3i[5] = remappedelement[2] + 1;
1093 *outnumvertices = outvertices;
1094 return outtriangles;
1097 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)
1100 int outtriangles = 0, outvertices = 0;
1102 const float *vertex;
1103 float ratio, direction[3], projectvector[3];
1106 if (projectdirection)
1107 VectorScale(projectdirection, projectdistance, projectvector);
1109 VectorClear(projectvector);
1111 for (i = 0;i < numshadowmarktris;i++)
1113 int remappedelement[3];
1115 const int *neighbortriangle;
1117 markindex = shadowmarktris[i] * 3;
1118 neighbortriangle = inneighbor3i + markindex;
1119 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1120 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1121 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1122 if (side[0] + side[1] + side[2] == 0)
1126 element = inelement3i + markindex;
1128 // create the vertices
1129 for (j = 0;j < 3;j++)
1131 if (side[j] + side[j+1] == 0)
1134 if (vertexupdate[k] != vertexupdatenum)
1136 vertexupdate[k] = vertexupdatenum;
1137 vertexremap[k] = outvertices;
1138 vertex = invertex3f + k * 3;
1139 VectorCopy(vertex, outvertex3f);
1140 if (projectdirection)
1142 // project one copy of the vertex according to projectvector
1143 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1147 // project one copy of the vertex to the sphere radius of the light
1148 // (FIXME: would projecting it to the light box be better?)
1149 VectorSubtract(vertex, projectorigin, direction);
1150 ratio = projectdistance / VectorLength(direction);
1151 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1158 // output the sides (facing outward from this triangle)
1161 remappedelement[0] = vertexremap[element[0]];
1162 remappedelement[1] = vertexremap[element[1]];
1163 outelement3i[0] = remappedelement[1];
1164 outelement3i[1] = remappedelement[0];
1165 outelement3i[2] = remappedelement[0] + 1;
1166 outelement3i[3] = remappedelement[1];
1167 outelement3i[4] = remappedelement[0] + 1;
1168 outelement3i[5] = remappedelement[1] + 1;
1175 remappedelement[1] = vertexremap[element[1]];
1176 remappedelement[2] = vertexremap[element[2]];
1177 outelement3i[0] = remappedelement[2];
1178 outelement3i[1] = remappedelement[1];
1179 outelement3i[2] = remappedelement[1] + 1;
1180 outelement3i[3] = remappedelement[2];
1181 outelement3i[4] = remappedelement[1] + 1;
1182 outelement3i[5] = remappedelement[2] + 1;
1189 remappedelement[0] = vertexremap[element[0]];
1190 remappedelement[2] = vertexremap[element[2]];
1191 outelement3i[0] = remappedelement[0];
1192 outelement3i[1] = remappedelement[2];
1193 outelement3i[2] = remappedelement[2] + 1;
1194 outelement3i[3] = remappedelement[0];
1195 outelement3i[4] = remappedelement[2] + 1;
1196 outelement3i[5] = remappedelement[0] + 1;
1203 *outnumvertices = outvertices;
1204 return outtriangles;
1207 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)
1213 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1215 tend = firsttriangle + numtris;
1216 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1218 // surface box entirely inside light box, no box cull
1219 if (projectdirection)
1221 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1223 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1224 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1225 shadowmarklist[numshadowmark++] = t;
1230 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1231 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1232 shadowmarklist[numshadowmark++] = t;
1237 // surface box not entirely inside light box, cull each triangle
1238 if (projectdirection)
1240 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1242 v[0] = invertex3f + e[0] * 3;
1243 v[1] = invertex3f + e[1] * 3;
1244 v[2] = invertex3f + e[2] * 3;
1245 TriangleNormal(v[0], v[1], v[2], normal);
1246 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1247 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1248 shadowmarklist[numshadowmark++] = t;
1253 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1255 v[0] = invertex3f + e[0] * 3;
1256 v[1] = invertex3f + e[1] * 3;
1257 v[2] = invertex3f + e[2] * 3;
1258 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1259 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1260 shadowmarklist[numshadowmark++] = t;
1266 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1271 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1273 // check if the shadow volume intersects the near plane
1275 // a ray between the eye and light origin may intersect the caster,
1276 // indicating that the shadow may touch the eye location, however we must
1277 // test the near plane (a polygon), not merely the eye location, so it is
1278 // easiest to enlarge the caster bounding shape slightly for this.
1284 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)
1286 int i, tris, outverts;
1287 if (projectdistance < 0.1)
1289 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1292 if (!numverts || !nummarktris)
1294 // make sure shadowelements is big enough for this volume
1295 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1296 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1298 if (maxvertexupdate < numverts)
1300 maxvertexupdate = numverts;
1302 Mem_Free(vertexupdate);
1304 Mem_Free(vertexremap);
1305 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1306 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1307 vertexupdatenum = 0;
1310 if (vertexupdatenum == 0)
1312 vertexupdatenum = 1;
1313 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1314 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1317 for (i = 0;i < nummarktris;i++)
1318 shadowmark[marktris[i]] = shadowmarkcount;
1320 if (r_shadow_compilingrtlight)
1322 // if we're compiling an rtlight, capture the mesh
1323 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1324 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1325 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1326 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1328 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1330 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1331 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1332 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1336 // decide which type of shadow to generate and set stencil mode
1337 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1338 // generate the sides or a solid volume, depending on type
1339 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1340 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1342 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1343 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1344 r_refdef.stats.lights_shadowtriangles += tris;
1345 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1347 // increment stencil if frontface is infront of depthbuffer
1348 GL_CullFace(r_refdef.view.cullface_front);
1349 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
1350 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1351 // decrement stencil if backface is infront of depthbuffer
1352 GL_CullFace(r_refdef.view.cullface_back);
1353 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
1355 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1357 // decrement stencil if backface is behind depthbuffer
1358 GL_CullFace(r_refdef.view.cullface_front);
1359 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
1360 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1361 // increment stencil if frontface is behind depthbuffer
1362 GL_CullFace(r_refdef.view.cullface_back);
1363 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
1365 R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
1366 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
1370 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1372 // p1, p2, p3 are in the cubemap's local coordinate system
1373 // bias = border/(size - border)
1376 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1377 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1378 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1379 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1381 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1382 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1383 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1384 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1386 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1387 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1388 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1390 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1391 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1392 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1393 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1395 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1396 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1397 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1398 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1400 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1401 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1402 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1404 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1405 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1406 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1407 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1409 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1410 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1411 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1412 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1414 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1415 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1416 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1421 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1423 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1424 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1427 VectorSubtract(maxs, mins, radius);
1428 VectorScale(radius, 0.5f, radius);
1429 VectorAdd(mins, radius, center);
1430 Matrix4x4_Transform(worldtolight, center, lightcenter);
1431 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1432 VectorSubtract(lightcenter, lightradius, pmin);
1433 VectorAdd(lightcenter, lightradius, pmax);
1435 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1436 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1437 if(ap1 > bias*an1 && ap2 > bias*an2)
1439 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1440 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1441 if(an1 > bias*ap1 && an2 > bias*ap2)
1443 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1444 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1446 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1447 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1448 if(ap1 > bias*an1 && ap2 > bias*an2)
1450 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1451 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1452 if(an1 > bias*ap1 && an2 > bias*ap2)
1454 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1455 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1457 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1458 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1459 if(ap1 > bias*an1 && ap2 > bias*an2)
1461 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1462 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1463 if(an1 > bias*ap1 && an2 > bias*ap2)
1465 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1466 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1471 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1473 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1475 // p is in the cubemap's local coordinate system
1476 // bias = border/(size - border)
1477 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1478 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1479 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1481 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1482 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1483 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1484 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1485 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1486 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1490 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1494 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1495 float scale = (size - 2*border)/size, len;
1496 float bias = border / (float)(size - border), dp, dn, ap, an;
1497 // check if cone enclosing side would cross frustum plane
1498 scale = 2 / (scale*scale + 2);
1499 for (i = 0;i < 5;i++)
1501 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1503 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1504 len = scale*VectorLength2(n);
1505 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1506 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1507 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1509 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1511 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1512 len = scale*VectorLength(n);
1513 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1514 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1515 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1517 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1518 // check if frustum corners/origin cross plane sides
1520 // infinite version, assumes frustum corners merely give direction and extend to infinite distance
1521 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
1522 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1523 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1524 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1525 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1526 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1527 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1528 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1529 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1530 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1531 for (i = 0;i < 4;i++)
1533 Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
1534 VectorSubtract(n, p, n);
1535 dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
1536 if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
1537 if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
1538 dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
1539 if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
1540 if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
1541 dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
1542 if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
1543 if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
1546 // finite version, assumes corners are a finite distance from origin dependent on far plane
1547 for (i = 0;i < 5;i++)
1549 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1550 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
1551 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1552 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1553 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
1554 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1555 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1556 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
1557 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1558 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1561 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1564 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)
1572 int mask, surfacemask = 0;
1573 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1575 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1576 tend = firsttriangle + numtris;
1577 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1579 // surface box entirely inside light box, no box cull
1580 if (projectdirection)
1582 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1584 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1585 TriangleNormal(v[0], v[1], v[2], normal);
1586 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1588 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1589 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1590 surfacemask |= mask;
1593 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;
1594 shadowsides[numshadowsides] = mask;
1595 shadowsideslist[numshadowsides++] = t;
1602 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1604 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1605 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1607 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1608 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1609 surfacemask |= mask;
1612 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;
1613 shadowsides[numshadowsides] = mask;
1614 shadowsideslist[numshadowsides++] = t;
1622 // surface box not entirely inside light box, cull each triangle
1623 if (projectdirection)
1625 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1627 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1628 TriangleNormal(v[0], v[1], v[2], normal);
1629 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1630 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1632 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1633 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1634 surfacemask |= mask;
1637 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;
1638 shadowsides[numshadowsides] = mask;
1639 shadowsideslist[numshadowsides++] = t;
1646 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1648 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1649 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1650 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1652 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1653 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1654 surfacemask |= mask;
1657 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;
1658 shadowsides[numshadowsides] = mask;
1659 shadowsideslist[numshadowsides++] = t;
1668 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)
1670 int i, j, outtriangles = 0;
1671 int *outelement3i[6];
1672 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1674 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1675 // make sure shadowelements is big enough for this mesh
1676 if (maxshadowtriangles < outtriangles)
1677 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1679 // compute the offset and size of the separate index lists for each cubemap side
1681 for (i = 0;i < 6;i++)
1683 outelement3i[i] = shadowelements + outtriangles * 3;
1684 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1685 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1686 outtriangles += sidetotals[i];
1689 // gather up the (sparse) triangles into separate index lists for each cubemap side
1690 for (i = 0;i < numsidetris;i++)
1692 const int *element = elements + sidetris[i] * 3;
1693 for (j = 0;j < 6;j++)
1695 if (sides[i] & (1 << j))
1697 outelement3i[j][0] = element[0];
1698 outelement3i[j][1] = element[1];
1699 outelement3i[j][2] = element[2];
1700 outelement3i[j] += 3;
1705 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1708 static void R_Shadow_MakeTextures_MakeCorona(void)
1712 unsigned char pixels[32][32][4];
1713 for (y = 0;y < 32;y++)
1715 dy = (y - 15.5f) * (1.0f / 16.0f);
1716 for (x = 0;x < 32;x++)
1718 dx = (x - 15.5f) * (1.0f / 16.0f);
1719 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1720 a = bound(0, a, 255);
1721 pixels[y][x][0] = a;
1722 pixels[y][x][1] = a;
1723 pixels[y][x][2] = a;
1724 pixels[y][x][3] = 255;
1727 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1730 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1732 float dist = sqrt(x*x+y*y+z*z);
1733 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1734 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1735 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1738 static void R_Shadow_MakeTextures(void)
1741 float intensity, dist;
1743 R_Shadow_FreeShadowMaps();
1744 R_FreeTexturePool(&r_shadow_texturepool);
1745 r_shadow_texturepool = R_AllocTexturePool();
1746 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1747 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1748 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1749 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1750 for (x = 0;x <= ATTENTABLESIZE;x++)
1752 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1753 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1754 r_shadow_attentable[x] = bound(0, intensity, 1);
1756 // 1D gradient texture
1757 for (x = 0;x < ATTEN1DSIZE;x++)
1758 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1759 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1760 // 2D circle texture
1761 for (y = 0;y < ATTEN2DSIZE;y++)
1762 for (x = 0;x < ATTEN2DSIZE;x++)
1763 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);
1764 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
1765 // 3D sphere texture
1766 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1768 for (z = 0;z < ATTEN3DSIZE;z++)
1769 for (y = 0;y < ATTEN3DSIZE;y++)
1770 for (x = 0;x < ATTEN3DSIZE;x++)
1771 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));
1772 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);
1775 r_shadow_attenuation3dtexture = NULL;
1778 R_Shadow_MakeTextures_MakeCorona();
1780 // Editor light sprites
1781 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1798 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1799 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1816 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1817 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1834 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1835 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1852 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1853 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1870 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1871 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1888 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1891 void R_Shadow_ValidateCvars(void)
1893 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1894 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1895 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1896 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1897 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1898 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1901 void R_Shadow_RenderMode_Begin(void)
1907 R_Shadow_ValidateCvars();
1909 if (!r_shadow_attenuation2dtexture
1910 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1911 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1912 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1913 R_Shadow_MakeTextures();
1916 R_Mesh_ResetTextureState();
1917 GL_BlendFunc(GL_ONE, GL_ZERO);
1918 GL_DepthRange(0, 1);
1919 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1921 GL_DepthMask(false);
1922 GL_Color(0, 0, 0, 1);
1923 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1925 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1927 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1929 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1930 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1932 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1934 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1935 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1939 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1940 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1943 switch(vid.renderpath)
1945 case RENDERPATH_GL20:
1946 case RENDERPATH_D3D9:
1947 case RENDERPATH_D3D10:
1948 case RENDERPATH_D3D11:
1949 case RENDERPATH_SOFT:
1950 case RENDERPATH_GLES2:
1951 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1953 case RENDERPATH_GL13:
1954 case RENDERPATH_GL11:
1955 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1956 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1957 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1958 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1959 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1960 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1962 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1968 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1969 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1970 r_shadow_drawbuffer = drawbuffer;
1971 r_shadow_readbuffer = readbuffer;
1973 r_shadow_cullface_front = r_refdef.view.cullface_front;
1974 r_shadow_cullface_back = r_refdef.view.cullface_back;
1977 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1979 rsurface.rtlight = rtlight;
1982 void R_Shadow_RenderMode_Reset(void)
1984 R_Mesh_ResetRenderTargets();
1985 R_SetViewport(&r_refdef.view.viewport);
1986 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1987 R_Mesh_ResetTextureState();
1988 GL_DepthRange(0, 1);
1990 GL_DepthMask(false);
1991 GL_DepthFunc(GL_LEQUAL);
1992 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1993 r_refdef.view.cullface_front = r_shadow_cullface_front;
1994 r_refdef.view.cullface_back = r_shadow_cullface_back;
1995 GL_CullFace(r_refdef.view.cullface_back);
1996 GL_Color(1, 1, 1, 1);
1997 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1998 GL_BlendFunc(GL_ONE, GL_ZERO);
1999 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
2000 r_shadow_usingshadowmap2d = false;
2001 r_shadow_usingshadowmaportho = false;
2002 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2005 void R_Shadow_ClearStencil(void)
2007 GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
2008 r_refdef.stats.lights_clears++;
2011 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
2013 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
2014 if (r_shadow_rendermode == mode)
2016 R_Shadow_RenderMode_Reset();
2017 GL_DepthFunc(GL_LESS);
2018 GL_ColorMask(0, 0, 0, 0);
2019 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2020 GL_CullFace(GL_NONE);
2021 R_SetupShader_DepthOrShadow();
2022 r_shadow_rendermode = mode;
2027 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2028 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2029 R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
2031 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2032 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2033 R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
2038 static void R_Shadow_MakeVSDCT(void)
2040 // maps to a 2x3 texture rectangle with normalized coordinates
2045 // stores abs(dir.xy), offset.xy/2.5
2046 unsigned char data[4*6] =
2048 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2049 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2050 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2051 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2052 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2053 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2055 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2058 static void R_Shadow_MakeShadowMap(int side, int size)
2060 switch (r_shadow_shadowmode)
2062 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2063 if (r_shadow_shadowmap2dtexture) return;
2064 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);
2065 r_shadow_shadowmap2dcolortexture = NULL;
2066 switch(vid.renderpath)
2069 case RENDERPATH_D3D9:
2070 r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
2071 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2075 r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
2083 // render depth into the fbo, do not render color at all
2084 // validate the fbo now
2088 qglDrawBuffer(GL_NONE);CHECKGLERROR
2089 qglReadBuffer(GL_NONE);CHECKGLERROR
2090 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2091 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2093 Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2094 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2095 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2100 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
2102 float nearclip, farclip, bias;
2103 r_viewport_t viewport;
2106 float clearcolor[4];
2107 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2109 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2110 r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2111 r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2112 r_shadow_shadowmapside = side;
2113 r_shadow_shadowmapsize = size;
2115 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2116 r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2117 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2118 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2120 // complex unrolled cube approach (more flexible)
2121 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2122 R_Shadow_MakeVSDCT();
2123 if (!r_shadow_shadowmap2dtexture)
2124 R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
2125 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2126 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2127 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2128 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2130 R_Mesh_ResetTextureState();
2131 R_Mesh_ResetRenderTargets();
2132 R_Shadow_RenderMode_Reset();
2135 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
2136 R_SetupShader_DepthOrShadow();
2139 R_SetupShader_ShowDepth();
2140 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2145 R_SetViewport(&viewport);
2146 flipped = (side & 1) ^ (side >> 2);
2147 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2148 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2149 switch(vid.renderpath)
2151 case RENDERPATH_GL11:
2152 case RENDERPATH_GL13:
2153 case RENDERPATH_GL20:
2154 case RENDERPATH_SOFT:
2155 case RENDERPATH_GLES2:
2156 GL_CullFace(r_refdef.view.cullface_back);
2157 // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
2158 if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
2160 // get tightest scissor rectangle that encloses all viewports in the clear mask
2161 int x1 = clear & 0x15 ? 0 : size;
2162 int x2 = clear & 0x2A ? 2 * size : size;
2163 int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
2164 int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
2165 GL_Scissor(x1, y1, x2 - x1, y2 - y1);
2166 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
2168 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2170 case RENDERPATH_D3D9:
2171 case RENDERPATH_D3D10:
2172 case RENDERPATH_D3D11:
2173 Vector4Set(clearcolor, 1,1,1,1);
2174 // completely different meaning than in OpenGL path
2175 r_shadow_shadowmap_parameters[1] = 0;
2176 r_shadow_shadowmap_parameters[3] = -bias;
2177 // we invert the cull mode because we flip the projection matrix
2178 // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
2179 GL_CullFace(r_refdef.view.cullface_front);
2180 // D3D considers it an error to use a scissor larger than the viewport... clear just this view
2181 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2182 if (r_shadow_shadowmapsampler)
2184 GL_ColorMask(0,0,0,0);
2186 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
2190 GL_ColorMask(1,1,1,1);
2192 GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
2198 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2200 R_Mesh_ResetTextureState();
2201 R_Mesh_ResetRenderTargets();
2204 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2205 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2206 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2207 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2209 R_Shadow_RenderMode_Reset();
2210 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2212 GL_DepthFunc(GL_EQUAL);
2213 // do global setup needed for the chosen lighting mode
2214 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2215 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2216 r_shadow_usingshadowmap2d = shadowmapping;
2217 r_shadow_rendermode = r_shadow_lightingrendermode;
2218 // only draw light where this geometry was already rendered AND the
2219 // stencil is 128 (values other than this mean shadow)
2221 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2223 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
2226 static const unsigned short bboxelements[36] =
2236 static const float bboxpoints[8][3] =
2248 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2251 float vertex3f[8*3];
2252 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2253 // do global setup needed for the chosen lighting mode
2254 R_Shadow_RenderMode_Reset();
2255 r_shadow_rendermode = r_shadow_lightingrendermode;
2256 R_EntityMatrix(&identitymatrix);
2257 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2258 // only draw light where this geometry was already rendered AND the
2259 // stencil is 128 (values other than this mean shadow)
2260 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2261 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
2263 r_shadow_usingshadowmap2d = shadowmapping;
2265 // render the lighting
2266 R_SetupShader_DeferredLight(rsurface.rtlight);
2267 for (i = 0;i < 8;i++)
2268 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2269 GL_ColorMask(1,1,1,1);
2270 GL_DepthMask(false);
2271 GL_DepthRange(0, 1);
2272 GL_PolygonOffset(0, 0);
2274 GL_DepthFunc(GL_GREATER);
2275 GL_CullFace(r_refdef.view.cullface_back);
2276 R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
2277 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
2280 static void R_Shadow_UpdateBounceGridTexture(void)
2282 #define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
2284 int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2287 int hitsupercontentsmask;
2296 //trace_t cliptrace2;
2297 //trace_t cliptrace3;
2298 unsigned char *pixel;
2299 unsigned char *pixels;
2300 unsigned short *highpixel;
2301 unsigned short *highpixels;
2302 unsigned int lightindex;
2304 unsigned int range1;
2305 unsigned int range2;
2306 unsigned int seed = (unsigned int)(realtime * 1000.0f);
2308 vec3_t baseshotcolor;
2321 vec_t lightintensity;
2323 qboolean isstatic = r_shadow_bouncegrid_updateinterval.value > 1.0f;
2325 if (!r_shadow_bouncegrid.integer || !vid.support.ext_texture_3d)
2327 if (r_shadow_bouncegridtexture)
2329 R_FreeTexture(r_shadow_bouncegridtexture);
2330 r_shadow_bouncegridtexture = NULL;
2332 if (r_shadow_bouncegridpixels)
2333 Mem_Free(r_shadow_bouncegridpixels);
2334 r_shadow_bouncegridpixels = NULL;
2335 if (r_shadow_bouncegridhighpixels)
2336 Mem_Free(r_shadow_bouncegridhighpixels);
2337 r_shadow_bouncegridhighpixels = NULL;
2338 r_shadow_bouncegridnumpixels = 0;
2341 if (r_refdef.scene.worldmodel && isstatic)
2343 VectorSet(spacing, bound(1, r_shadow_bouncegrid_spacingx.value, 512), bound(1, r_shadow_bouncegrid_spacingy.value, 512), bound(1, r_shadow_bouncegrid_spacingz.value, 512));
2344 VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
2345 VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
2346 VectorSubtract(maxs, mins, size);
2347 resolution[0] = (int)floor(size[0] / spacing[0] + 0.5f);
2348 resolution[1] = (int)floor(size[1] / spacing[1] + 0.5f);
2349 resolution[2] = (int)floor(size[2] / spacing[2] + 0.5f);
2350 resolution[0] = min(resolution[0], bound(4, r_shadow_bouncegrid_x.integer, (int)vid.maxtexturesize_3d));
2351 resolution[1] = min(resolution[1], bound(4, r_shadow_bouncegrid_y.integer, (int)vid.maxtexturesize_3d));
2352 resolution[2] = min(resolution[2], bound(4, r_shadow_bouncegrid_z.integer, (int)vid.maxtexturesize_3d));
2353 spacing[0] = size[0] / resolution[0];
2354 spacing[1] = size[1] / resolution[1];
2355 spacing[2] = size[2] / resolution[2];
2356 ispacing[0] = 1.0f / spacing[0];
2357 ispacing[1] = 1.0f / spacing[1];
2358 ispacing[2] = 1.0f / spacing[2];
2362 VectorSet(resolution, bound(4, r_shadow_bouncegrid_x.integer, (int)vid.maxtexturesize_3d), bound(4, r_shadow_bouncegrid_y.integer, (int)vid.maxtexturesize_3d), bound(4, r_shadow_bouncegrid_z.integer, (int)vid.maxtexturesize_3d));
2363 VectorSet(spacing, bound(1, r_shadow_bouncegrid_spacingx.value, 512), bound(1, r_shadow_bouncegrid_spacingy.value, 512), bound(1, r_shadow_bouncegrid_spacingz.value, 512));
2364 VectorMultiply(resolution, spacing, size);
2365 ispacing[0] = 1.0f / spacing[0];
2366 ispacing[1] = 1.0f / spacing[1];
2367 ispacing[2] = 1.0f / spacing[2];
2368 mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
2369 mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
2370 mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
2371 VectorAdd(mins, size, maxs);
2373 r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
2374 if (r_shadow_bouncegridtexture && realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value && resolution[0] == r_shadow_bouncegridresolution[0] && resolution[1] == r_shadow_bouncegridresolution[1] && resolution[2] == r_shadow_bouncegridresolution[2])
2376 // we're going to update the bouncegrid, update the matrix...
2377 memset(m, 0, sizeof(m));
2378 m[0] = 1.0f / size[0];
2379 m[3] = -mins[0] * m[0];
2380 m[5] = 1.0f / size[1];
2381 m[7] = -mins[1] * m[5];
2382 m[10] = 1.0f / size[2];
2383 m[11] = -mins[2] * m[10];
2385 Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
2386 numpixels = resolution[0]*resolution[1]*resolution[2];
2387 // reallocate pixels for this update if needed...
2388 if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
2390 r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
2391 r_shadow_bouncegridhighpixels = (unsigned short *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(unsigned short[4]));
2393 r_shadow_bouncegridnumpixels = numpixels;
2394 pixels = r_shadow_bouncegridpixels;
2395 highpixels = r_shadow_bouncegridhighpixels;
2396 memset(pixels, 0, numpixels * sizeof(unsigned char[4]));
2397 memset(highpixels, 0, numpixels * sizeof(unsigned short[3]));
2398 // figure out what we want to interact with
2399 if (r_shadow_bouncegrid_hitmodels.integer)
2400 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK;
2402 hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
2403 maxbounce = bound(1, r_shadow_bouncegrid_maxbounce.integer, 16);
2404 // iterate world rtlights
2405 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
2406 range1 = isstatic ? 0 : r_refdef.scene.numlights;
2407 range2 = range + range1;
2408 for (lightindex = 0;lightindex < range2;lightindex++)
2412 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2413 if (!light || !(light->flags & flag))
2415 rtlight = &light->rtlight;
2416 // when static, we skip styled lights because they tend to change...
2417 if (rtlight->style > 0)
2419 VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
2423 if (lightindex < range)
2425 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
2426 rtlight = &light->rtlight;
2429 rtlight = r_refdef.scene.lights[lightindex - range];
2430 // draw only visible lights (major speedup)
2433 VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
2435 if (!VectorLength2(lightcolor))
2437 // shoot particles from this light
2438 // use a calculation for the number of particles that will not
2439 // vary with lightstyle, otherwise we get randomized particle
2440 // distribution, the seeded random is only consistent for a
2441 // consistent number of particles on this light...
2442 radius = rtlight->radius * bound(0.0001f, r_shadow_bouncegrid_lightradiusscale.value, 1024.0f);
2443 s = rtlight->radius / bound(1.0f, r_shadow_bouncegrid_particlespacing.value, 1048576.0f);
2444 lightintensity = VectorLength(rtlight->color) * rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale;
2445 if (lightindex >= range)
2446 lightintensity *= r_shadow_bouncegrid_dlightparticlemultiplier.value;
2447 shootparticles = (int)bound(0, lightintensity * s *s, MAXBOUNCEGRIDPARTICLESPERLIGHT);
2448 if (!shootparticles)
2450 s = 65535.0f * r_shadow_bouncegrid_particleintensity.value / shootparticles;
2451 VectorScale(lightcolor, s, baseshotcolor);
2452 if (VectorLength2(baseshotcolor) < 3.0f)
2454 r_refdef.stats.bouncegrid_lights++;
2455 r_refdef.stats.bouncegrid_particles += shootparticles;
2456 for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
2458 if (r_shadow_bouncegrid_stablerandom.integer > 0)
2459 seed = lightindex * 11937 + shotparticles;
2460 VectorCopy(baseshotcolor, shotcolor);
2461 VectorCopy(rtlight->shadoworigin, clipstart);
2462 if (r_shadow_bouncegrid_stablerandom.integer < 0)
2463 VectorRandom(clipend);
2465 VectorCheeseRandom(clipend);
2466 VectorMA(clipstart, radius, clipend, clipend);
2467 for (bouncecount = 0;;bouncecount++)
2469 r_refdef.stats.bouncegrid_traces++;
2470 //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
2471 //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
2472 cliptrace = CL_TraceLine(clipstart, clipend, r_shadow_bouncegrid_hitmodels.integer ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
2473 //Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask);
2474 if (cliptrace.fraction >= 1.0f)
2476 r_refdef.stats.bouncegrid_hits++;
2477 if (bouncecount > 0)
2479 r_refdef.stats.bouncegrid_splats++;
2480 // figure out which texture pixel this is in
2481 tex[0] = (int)((cliptrace.endpos[0] - mins[0]) * ispacing[0]);
2482 tex[1] = (int)((cliptrace.endpos[1] - mins[1]) * ispacing[1]);
2483 tex[2] = (int)((cliptrace.endpos[2] - mins[2]) * ispacing[2]);
2484 if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 1 && tex[1] < resolution[1] - 1 && tex[2] < resolution[2] - 1)
2486 // it is within bounds...
2487 pixelindex = ((tex[2]*resolution[1]+tex[1])*resolution[0]+tex[0]);
2488 pixel = pixels + 4 * pixelindex;
2489 highpixel = highpixels + 3 * pixelindex;
2490 // add to the high precision pixel color
2491 c[0] = highpixel[0] + (int)shotcolor[2];
2492 c[1] = highpixel[1] + (int)shotcolor[1];
2493 c[2] = highpixel[2] + (int)shotcolor[0];
2494 highpixel[0] = (unsigned short)min(c[0], 65535);
2495 highpixel[1] = (unsigned short)min(c[1], 65535);
2496 highpixel[2] = (unsigned short)min(c[2], 65535);
2497 // update the low precision pixel color
2498 pixel[0] = highpixel[0] >> 8;
2499 pixel[1] = highpixel[1] >> 8;
2500 pixel[2] = highpixel[2] >> 8;
2504 if (bouncecount >= maxbounce)
2506 // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
2507 // also clamp the resulting color to never add energy, even if the user requests extreme values
2508 if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
2509 VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
2511 VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
2512 VectorScale(surfcolor, r_shadow_bouncegrid_particlebounceintensity.value, surfcolor);
2513 surfcolor[0] = min(surfcolor[0], 1.0f);
2514 surfcolor[1] = min(surfcolor[1], 1.0f);
2515 surfcolor[2] = min(surfcolor[2], 1.0f);
2516 VectorMultiply(shotcolor, surfcolor, shotcolor);
2517 if (VectorLength2(shotcolor) < 3.0f)
2519 r_refdef.stats.bouncegrid_bounces++;
2520 if (r_shadow_bouncegrid_bounceanglediffuse.integer)
2522 // random direction, primarily along plane normal
2523 s = VectorDistance(cliptrace.endpos, clipend);
2524 if (r_shadow_bouncegrid_stablerandom.integer < 0)
2525 VectorRandom(clipend);
2527 VectorCheeseRandom(clipend);
2528 VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
2529 VectorNormalize(clipend);
2530 VectorScale(clipend, s, clipend);
2534 // reflect the remaining portion of the line across plane normal
2535 VectorSubtract(clipend, cliptrace.endpos, clipdiff);
2536 VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
2538 // calculate the new line start and end
2539 VectorCopy(cliptrace.endpos, clipstart);
2540 VectorAdd(clipstart, clipend, clipend);
2544 if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2])
2545 R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]);
2548 VectorCopy(resolution, r_shadow_bouncegridresolution);
2549 if (r_shadow_bouncegridtexture)
2550 R_FreeTexture(r_shadow_bouncegridtexture);
2551 r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2], pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
2553 r_shadow_bouncegridtime = realtime;
2556 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2558 R_Shadow_RenderMode_Reset();
2559 GL_BlendFunc(GL_ONE, GL_ONE);
2560 GL_DepthRange(0, 1);
2561 GL_DepthTest(r_showshadowvolumes.integer < 2);
2562 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2563 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2564 GL_CullFace(GL_NONE);
2565 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2568 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2570 R_Shadow_RenderMode_Reset();
2571 GL_BlendFunc(GL_ONE, GL_ONE);
2572 GL_DepthRange(0, 1);
2573 GL_DepthTest(r_showlighting.integer < 2);
2574 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2576 GL_DepthFunc(GL_EQUAL);
2577 R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
2578 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2581 void R_Shadow_RenderMode_End(void)
2583 R_Shadow_RenderMode_Reset();
2584 R_Shadow_RenderMode_ActiveLight(NULL);
2586 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2587 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2590 int bboxedges[12][2] =
2609 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2611 if (!r_shadow_scissor.integer)
2613 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2614 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2615 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2616 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2619 if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
2620 return true; // invisible
2621 if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
2622 || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
2623 || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
2624 || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
2625 r_refdef.stats.lights_scissored++;
2629 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
2632 const float *vertex3f;
2633 const float *normal3f;
2635 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2636 switch (r_shadow_rendermode)
2638 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2639 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2640 if (VectorLength2(diffusecolor) > 0)
2642 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
2644 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2645 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2646 if ((dot = DotProduct(n, v)) < 0)
2648 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2649 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2652 VectorCopy(ambientcolor, color4f);
2653 if (r_refdef.fogenabled)
2656 f = RSurf_FogVertex(vertex3f);
2657 VectorScale(color4f, f, color4f);
2664 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2666 VectorCopy(ambientcolor, color4f);
2667 if (r_refdef.fogenabled)
2670 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2671 f = RSurf_FogVertex(vertex3f);
2672 VectorScale(color4f + 4*i, f, color4f);
2678 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2679 if (VectorLength2(diffusecolor) > 0)
2681 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
2683 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2684 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2686 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2687 if ((dot = DotProduct(n, v)) < 0)
2689 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2690 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2691 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2692 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2696 color4f[0] = ambientcolor[0] * distintensity;
2697 color4f[1] = ambientcolor[1] * distintensity;
2698 color4f[2] = ambientcolor[2] * distintensity;
2700 if (r_refdef.fogenabled)
2703 f = RSurf_FogVertex(vertex3f);
2704 VectorScale(color4f, f, color4f);
2708 VectorClear(color4f);
2714 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2716 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2717 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2719 color4f[0] = ambientcolor[0] * distintensity;
2720 color4f[1] = ambientcolor[1] * distintensity;
2721 color4f[2] = ambientcolor[2] * distintensity;
2722 if (r_refdef.fogenabled)
2725 f = RSurf_FogVertex(vertex3f);
2726 VectorScale(color4f, f, color4f);
2730 VectorClear(color4f);
2735 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2736 if (VectorLength2(diffusecolor) > 0)
2738 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
2740 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2741 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2743 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2744 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2745 if ((dot = DotProduct(n, v)) < 0)
2747 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2748 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2749 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2750 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2754 color4f[0] = ambientcolor[0] * distintensity;
2755 color4f[1] = ambientcolor[1] * distintensity;
2756 color4f[2] = ambientcolor[2] * distintensity;
2758 if (r_refdef.fogenabled)
2761 f = RSurf_FogVertex(vertex3f);
2762 VectorScale(color4f, f, color4f);
2766 VectorClear(color4f);
2772 for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
2774 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2775 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2777 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2778 color4f[0] = ambientcolor[0] * distintensity;
2779 color4f[1] = ambientcolor[1] * distintensity;
2780 color4f[2] = ambientcolor[2] * distintensity;
2781 if (r_refdef.fogenabled)
2784 f = RSurf_FogVertex(vertex3f);
2785 VectorScale(color4f, f, color4f);
2789 VectorClear(color4f);
2799 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
2801 // used to display how many times a surface is lit for level design purposes
2802 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
2803 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
2807 static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
2809 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2810 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
2811 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2812 GL_DepthFunc(GL_EQUAL);
2814 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2815 GL_DepthFunc(GL_LEQUAL);
2818 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2825 int newnumtriangles;
2829 int maxtriangles = 4096;
2830 static int newelements[4096*3];
2831 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
2832 for (renders = 0;renders < 4;renders++)
2837 newnumtriangles = 0;
2839 // due to low fillrate on the cards this vertex lighting path is
2840 // designed for, we manually cull all triangles that do not
2841 // contain a lit vertex
2842 // this builds batches of triangles from multiple surfaces and
2843 // renders them at once
2844 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2846 if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
2848 if (newnumtriangles)
2850 newfirstvertex = min(newfirstvertex, e[0]);
2851 newlastvertex = max(newlastvertex, e[0]);
2855 newfirstvertex = e[0];
2856 newlastvertex = e[0];
2858 newfirstvertex = min(newfirstvertex, e[1]);
2859 newlastvertex = max(newlastvertex, e[1]);
2860 newfirstvertex = min(newfirstvertex, e[2]);
2861 newlastvertex = max(newlastvertex, e[2]);
2867 if (newnumtriangles >= maxtriangles)
2869 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
2870 newnumtriangles = 0;
2876 if (newnumtriangles >= 1)
2878 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
2881 // if we couldn't find any lit triangles, exit early
2884 // now reduce the intensity for the next overbright pass
2885 // we have to clamp to 0 here incase the drivers have improper
2886 // handling of negative colors
2887 // (some old drivers even have improper handling of >1 color)
2889 for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2891 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2893 c[0] = max(0, c[0] - 1);
2894 c[1] = max(0, c[1] - 1);
2895 c[2] = max(0, c[2] - 1);
2907 static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
2909 // OpenGL 1.1 path (anything)
2910 float ambientcolorbase[3], diffusecolorbase[3];
2911 float ambientcolorpants[3], diffusecolorpants[3];
2912 float ambientcolorshirt[3], diffusecolorshirt[3];
2913 const float *surfacecolor = rsurface.texture->dlightcolor;
2914 const float *surfacepants = rsurface.colormap_pantscolor;
2915 const float *surfaceshirt = rsurface.colormap_shirtcolor;
2916 rtexture_t *basetexture = rsurface.texture->basetexture;
2917 rtexture_t *pantstexture = rsurface.texture->pantstexture;
2918 rtexture_t *shirttexture = rsurface.texture->shirttexture;
2919 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2920 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2921 ambientscale *= 2 * r_refdef.view.colorscale;
2922 diffusescale *= 2 * r_refdef.view.colorscale;
2923 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2924 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2925 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2926 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2927 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2928 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2929 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
2930 rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
2931 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2932 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
2933 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2934 R_Mesh_TexBind(0, basetexture);
2935 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2936 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2937 switch(r_shadow_rendermode)
2939 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2940 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
2941 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2942 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2943 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2945 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2946 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
2947 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2948 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2949 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2951 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2952 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
2953 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2954 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2955 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2957 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2962 //R_Mesh_TexBind(0, basetexture);
2963 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
2966 R_Mesh_TexBind(0, pantstexture);
2967 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
2971 R_Mesh_TexBind(0, shirttexture);
2972 R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
2976 extern cvar_t gl_lightmaps;
2977 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
2979 float ambientscale, diffusescale, specularscale;
2981 float lightcolor[3];
2982 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2983 ambientscale = rsurface.rtlight->ambientscale;
2984 diffusescale = rsurface.rtlight->diffusescale;
2985 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2986 if (!r_shadow_usenormalmap.integer)
2988 ambientscale += 1.0f * diffusescale;
2992 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2994 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2997 VectorNegate(lightcolor, lightcolor);
2998 switch(vid.renderpath)
3000 case RENDERPATH_GL11:
3001 case RENDERPATH_GL13:
3002 case RENDERPATH_GL20:
3003 case RENDERPATH_GLES2:
3004 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3006 case RENDERPATH_D3D9:
3008 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
3011 case RENDERPATH_D3D10:
3012 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3014 case RENDERPATH_D3D11:
3015 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3017 case RENDERPATH_SOFT:
3018 DPSOFTRAST_BlendSubtract(true);
3022 RSurf_SetupDepthAndCulling();
3023 switch (r_shadow_rendermode)
3025 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
3026 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
3027 R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
3029 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
3030 R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
3032 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
3033 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
3034 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
3035 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
3036 R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
3039 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
3044 switch(vid.renderpath)
3046 case RENDERPATH_GL11:
3047 case RENDERPATH_GL13:
3048 case RENDERPATH_GL20:
3049 case RENDERPATH_GLES2:
3050 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3052 case RENDERPATH_D3D9:
3054 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
3057 case RENDERPATH_D3D10:
3058 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3060 case RENDERPATH_D3D11:
3061 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3063 case RENDERPATH_SOFT:
3064 DPSOFTRAST_BlendSubtract(false);
3070 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)
3072 matrix4x4_t tempmatrix = *matrix;
3073 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
3075 // if this light has been compiled before, free the associated data
3076 R_RTLight_Uncompile(rtlight);
3078 // clear it completely to avoid any lingering data
3079 memset(rtlight, 0, sizeof(*rtlight));
3081 // copy the properties
3082 rtlight->matrix_lighttoworld = tempmatrix;
3083 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
3084 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
3085 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
3086 VectorCopy(color, rtlight->color);
3087 rtlight->cubemapname[0] = 0;
3088 if (cubemapname && cubemapname[0])
3089 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
3090 rtlight->shadow = shadow;
3091 rtlight->corona = corona;
3092 rtlight->style = style;
3093 rtlight->isstatic = isstatic;
3094 rtlight->coronasizescale = coronasizescale;
3095 rtlight->ambientscale = ambientscale;
3096 rtlight->diffusescale = diffusescale;
3097 rtlight->specularscale = specularscale;
3098 rtlight->flags = flags;
3100 // compute derived data
3101 //rtlight->cullradius = rtlight->radius;
3102 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
3103 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3104 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3105 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3106 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3107 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3108 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3111 // compiles rtlight geometry
3112 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
3113 void R_RTLight_Compile(rtlight_t *rtlight)
3116 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
3117 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
3118 entity_render_t *ent = r_refdef.scene.worldentity;
3119 dp_model_t *model = r_refdef.scene.worldmodel;
3120 unsigned char *data;
3123 // compile the light
3124 rtlight->compiled = true;
3125 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
3126 rtlight->static_numleafs = 0;
3127 rtlight->static_numleafpvsbytes = 0;
3128 rtlight->static_leaflist = NULL;
3129 rtlight->static_leafpvs = NULL;
3130 rtlight->static_numsurfaces = 0;
3131 rtlight->static_surfacelist = NULL;
3132 rtlight->static_shadowmap_receivers = 0x3F;
3133 rtlight->static_shadowmap_casters = 0x3F;
3134 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
3135 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
3136 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
3137 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
3138 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
3139 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
3141 if (model && model->GetLightInfo)
3143 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
3144 r_shadow_compilingrtlight = rtlight;
3145 R_FrameData_SetMark();
3146 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);
3147 R_FrameData_ReturnToMark();
3148 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
3149 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
3150 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
3151 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
3152 rtlight->static_numsurfaces = numsurfaces;
3153 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
3154 rtlight->static_numleafs = numleafs;
3155 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
3156 rtlight->static_numleafpvsbytes = numleafpvsbytes;
3157 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
3158 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
3159 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
3160 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
3161 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
3162 if (rtlight->static_numsurfaces)
3163 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
3164 if (rtlight->static_numleafs)
3165 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
3166 if (rtlight->static_numleafpvsbytes)
3167 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
3168 if (rtlight->static_numshadowtrispvsbytes)
3169 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
3170 if (rtlight->static_numlighttrispvsbytes)
3171 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
3172 R_FrameData_SetMark();
3173 switch (rtlight->shadowmode)
3175 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
3176 if (model->CompileShadowMap && rtlight->shadow)
3177 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3180 if (model->CompileShadowVolume && rtlight->shadow)
3181 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3184 R_FrameData_ReturnToMark();
3185 // now we're done compiling the rtlight
3186 r_shadow_compilingrtlight = NULL;
3190 // use smallest available cullradius - box radius or light radius
3191 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3192 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3194 shadowzpasstris = 0;
3195 if (rtlight->static_meshchain_shadow_zpass)
3196 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3197 shadowzpasstris += mesh->numtriangles;
3199 shadowzfailtris = 0;
3200 if (rtlight->static_meshchain_shadow_zfail)
3201 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3202 shadowzfailtris += mesh->numtriangles;
3205 if (rtlight->static_numlighttrispvsbytes)
3206 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3207 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3211 if (rtlight->static_numlighttrispvsbytes)
3212 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3213 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3216 if (developer_extra.integer)
3217 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);
3220 void R_RTLight_Uncompile(rtlight_t *rtlight)
3222 if (rtlight->compiled)
3224 if (rtlight->static_meshchain_shadow_zpass)
3225 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3226 rtlight->static_meshchain_shadow_zpass = NULL;
3227 if (rtlight->static_meshchain_shadow_zfail)
3228 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3229 rtlight->static_meshchain_shadow_zfail = NULL;
3230 if (rtlight->static_meshchain_shadow_shadowmap)
3231 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3232 rtlight->static_meshchain_shadow_shadowmap = NULL;
3233 // these allocations are grouped
3234 if (rtlight->static_surfacelist)
3235 Mem_Free(rtlight->static_surfacelist);
3236 rtlight->static_numleafs = 0;
3237 rtlight->static_numleafpvsbytes = 0;
3238 rtlight->static_leaflist = NULL;
3239 rtlight->static_leafpvs = NULL;
3240 rtlight->static_numsurfaces = 0;
3241 rtlight->static_surfacelist = NULL;
3242 rtlight->static_numshadowtrispvsbytes = 0;
3243 rtlight->static_shadowtrispvs = NULL;
3244 rtlight->static_numlighttrispvsbytes = 0;
3245 rtlight->static_lighttrispvs = NULL;
3246 rtlight->compiled = false;
3250 void R_Shadow_UncompileWorldLights(void)
3254 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3255 for (lightindex = 0;lightindex < range;lightindex++)
3257 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3260 R_RTLight_Uncompile(&light->rtlight);
3264 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3268 // reset the count of frustum planes
3269 // see rtlight->cached_frustumplanes definition for how much this array
3271 rtlight->cached_numfrustumplanes = 0;
3273 // haven't implemented a culling path for ortho rendering
3274 if (!r_refdef.view.useperspective)
3276 // check if the light is on screen and copy the 4 planes if it is
3277 for (i = 0;i < 4;i++)
3278 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3281 for (i = 0;i < 4;i++)
3282 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3287 // generate a deformed frustum that includes the light origin, this is
3288 // used to cull shadow casting surfaces that can not possibly cast a
3289 // shadow onto the visible light-receiving surfaces, which can be a
3292 // if the light origin is onscreen the result will be 4 planes exactly
3293 // if the light origin is offscreen on only one axis the result will
3294 // be exactly 5 planes (split-side case)
3295 // if the light origin is offscreen on two axes the result will be
3296 // exactly 4 planes (stretched corner case)
3297 for (i = 0;i < 4;i++)
3299 // quickly reject standard frustum planes that put the light
3300 // origin outside the frustum
3301 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3304 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3306 // if all the standard frustum planes were accepted, the light is onscreen
3307 // otherwise we need to generate some more planes below...
3308 if (rtlight->cached_numfrustumplanes < 4)
3310 // at least one of the stock frustum planes failed, so we need to
3311 // create one or two custom planes to enclose the light origin
3312 for (i = 0;i < 4;i++)
3314 // create a plane using the view origin and light origin, and a
3315 // single point from the frustum corner set
3316 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3317 VectorNormalize(plane.normal);
3318 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3319 // see if this plane is backwards and flip it if so
3320 for (j = 0;j < 4;j++)
3321 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3325 VectorNegate(plane.normal, plane.normal);
3327 // flipped plane, test again to see if it is now valid
3328 for (j = 0;j < 4;j++)
3329 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3331 // if the plane is still not valid, then it is dividing the
3332 // frustum and has to be rejected
3336 // we have created a valid plane, compute extra info
3337 PlaneClassify(&plane);
3339 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3341 // if we've found 5 frustum planes then we have constructed a
3342 // proper split-side case and do not need to keep searching for
3343 // planes to enclose the light origin
3344 if (rtlight->cached_numfrustumplanes == 5)
3352 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3354 plane = rtlight->cached_frustumplanes[i];
3355 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));
3360 // now add the light-space box planes if the light box is rotated, as any
3361 // caster outside the oriented light box is irrelevant (even if it passed
3362 // the worldspace light box, which is axial)
3363 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3365 for (i = 0;i < 6;i++)
3369 v[i >> 1] = (i & 1) ? -1 : 1;
3370 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3371 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3372 plane.dist = VectorNormalizeLength(plane.normal);
3373 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3374 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3380 // add the world-space reduced box planes
3381 for (i = 0;i < 6;i++)
3383 VectorClear(plane.normal);
3384 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3385 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3386 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3395 // reduce all plane distances to tightly fit the rtlight cull box, which
3397 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3398 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3399 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3400 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3401 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3402 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3403 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3404 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3405 oldnum = rtlight->cached_numfrustumplanes;
3406 rtlight->cached_numfrustumplanes = 0;
3407 for (j = 0;j < oldnum;j++)
3409 // find the nearest point on the box to this plane
3410 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3411 for (i = 1;i < 8;i++)
3413 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3414 if (bestdist > dist)
3417 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);
3418 // if the nearest point is near or behind the plane, we want this
3419 // plane, otherwise the plane is useless as it won't cull anything
3420 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3422 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3423 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3430 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3434 RSurf_ActiveWorldEntity();
3436 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3439 GL_CullFace(GL_NONE);
3440 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3441 for (;mesh;mesh = mesh->next)
3443 if (!mesh->sidetotals[r_shadow_shadowmapside])
3445 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3446 if (mesh->vertex3fbuffer)
3447 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3449 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3450 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3454 else if (r_refdef.scene.worldentity->model)
3455 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);
3457 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3460 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3462 qboolean zpass = false;
3465 int surfacelistindex;
3466 msurface_t *surface;
3468 // if triangle neighbors are disabled, shadowvolumes are disabled
3469 if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
3472 RSurf_ActiveWorldEntity();
3474 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3477 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3479 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3480 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3482 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3483 for (;mesh;mesh = mesh->next)
3485 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3486 if (mesh->vertex3fbuffer)
3487 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
3489 R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
3490 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3492 // increment stencil if frontface is infront of depthbuffer
3493 GL_CullFace(r_refdef.view.cullface_back);
3494 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
3495 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3496 // decrement stencil if backface is infront of depthbuffer
3497 GL_CullFace(r_refdef.view.cullface_front);
3498 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
3500 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3502 // decrement stencil if backface is behind depthbuffer
3503 GL_CullFace(r_refdef.view.cullface_front);
3504 R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
3505 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3506 // increment stencil if frontface is behind depthbuffer
3507 GL_CullFace(r_refdef.view.cullface_back);
3508 R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
3510 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
3514 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3516 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3517 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3518 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3520 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3521 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3522 if (CHECKPVSBIT(trispvs, t))
3523 shadowmarklist[numshadowmark++] = t;
3525 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);
3527 else if (numsurfaces)
3529 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);
3532 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3535 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3537 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3538 vec_t relativeshadowradius;
3539 RSurf_ActiveModelEntity(ent, false, false, false);
3540 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3541 // we need to re-init the shader for each entity because the matrix changed
3542 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3543 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3544 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3545 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3546 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3547 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3548 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3549 switch (r_shadow_rendermode)
3551 case R_SHADOW_RENDERMODE_SHADOWMAP2D:
3552 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3555 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3558 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3561 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3563 // set up properties for rendering light onto this entity
3564 RSurf_ActiveModelEntity(ent, true, true, false);
3565 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3566 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3567 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3568 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3571 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3573 if (!r_refdef.scene.worldmodel->DrawLight)
3576 // set up properties for rendering light onto this entity
3577 RSurf_ActiveWorldEntity();
3578 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3579 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3580 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3581 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3583 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3585 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3588 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3590 dp_model_t *model = ent->model;
3591 if (!model->DrawLight)
3594 R_Shadow_SetupEntityLight(ent);
3596 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3598 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3601 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3605 int numleafs, numsurfaces;
3606 int *leaflist, *surfacelist;
3607 unsigned char *leafpvs;
3608 unsigned char *shadowtrispvs;
3609 unsigned char *lighttrispvs;
3610 //unsigned char *surfacesides;
3611 int numlightentities;
3612 int numlightentities_noselfshadow;
3613 int numshadowentities;
3614 int numshadowentities_noselfshadow;
3615 static entity_render_t *lightentities[MAX_EDICTS];
3616 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3617 static entity_render_t *shadowentities[MAX_EDICTS];
3618 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3621 rtlight->draw = false;
3623 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3624 // skip lights that are basically invisible (color 0 0 0)
3625 nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
3627 // loading is done before visibility checks because loading should happen
3628 // all at once at the start of a level, not when it stalls gameplay.
3629 // (especially important to benchmarks)
3631 if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3633 if (rtlight->compiled)
3634 R_RTLight_Uncompile(rtlight);
3635 R_RTLight_Compile(rtlight);
3639 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
3641 // look up the light style value at this time
3642 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3643 VectorScale(rtlight->color, f, rtlight->currentcolor);
3645 if (rtlight->selected)
3647 f = 2 + sin(realtime * M_PI * 4.0);
3648 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3652 // if lightstyle is currently off, don't draw the light
3653 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3656 // skip processing on corona-only lights
3660 // if the light box is offscreen, skip it
3661 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3664 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3665 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3667 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3669 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3671 // compiled light, world available and can receive realtime lighting
3672 // retrieve leaf information
3673 numleafs = rtlight->static_numleafs;
3674 leaflist = rtlight->static_leaflist;
3675 leafpvs = rtlight->static_leafpvs;
3676 numsurfaces = rtlight->static_numsurfaces;
3677 surfacelist = rtlight->static_surfacelist;
3678 //surfacesides = NULL;
3679 shadowtrispvs = rtlight->static_shadowtrispvs;
3680 lighttrispvs = rtlight->static_lighttrispvs;
3682 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3684 // dynamic light, world available and can receive realtime lighting
3685 // calculate lit surfaces and leafs
3686 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);
3687 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3688 leaflist = r_shadow_buffer_leaflist;
3689 leafpvs = r_shadow_buffer_leafpvs;
3690 surfacelist = r_shadow_buffer_surfacelist;
3691 //surfacesides = r_shadow_buffer_surfacesides;
3692 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3693 lighttrispvs = r_shadow_buffer_lighttrispvs;
3694 // if the reduced leaf bounds are offscreen, skip it
3695 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3706 //surfacesides = NULL;
3707 shadowtrispvs = NULL;
3708 lighttrispvs = NULL;
3710 // check if light is illuminating any visible leafs
3713 for (i = 0;i < numleafs;i++)
3714 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3720 // make a list of lit entities and shadow casting entities
3721 numlightentities = 0;
3722 numlightentities_noselfshadow = 0;
3723 numshadowentities = 0;
3724 numshadowentities_noselfshadow = 0;
3726 // add dynamic entities that are lit by the light
3727 for (i = 0;i < r_refdef.scene.numentities;i++)
3730 entity_render_t *ent = r_refdef.scene.entities[i];
3732 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3734 // skip the object entirely if it is not within the valid
3735 // shadow-casting region (which includes the lit region)
3736 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3738 if (!(model = ent->model))
3740 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3742 // this entity wants to receive light, is visible, and is
3743 // inside the light box
3744 // TODO: check if the surfaces in the model can receive light
3745 // so now check if it's in a leaf seen by the light
3746 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))
3748 if (ent->flags & RENDER_NOSELFSHADOW)
3749 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3751 lightentities[numlightentities++] = ent;
3752 // since it is lit, it probably also casts a shadow...
3753 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3754 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3755 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3757 // note: exterior models without the RENDER_NOSELFSHADOW
3758 // flag still create a RENDER_NOSELFSHADOW shadow but
3759 // are lit normally, this means that they are
3760 // self-shadowing but do not shadow other
3761 // RENDER_NOSELFSHADOW entities such as the gun
3762 // (very weird, but keeps the player shadow off the gun)
3763 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3764 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3766 shadowentities[numshadowentities++] = ent;
3769 else if (ent->flags & RENDER_SHADOW)
3771 // this entity is not receiving light, but may still need to
3773 // TODO: check if the surfaces in the model can cast shadow
3774 // now check if it is in a leaf seen by the light
3775 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))
3777 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3778 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3779 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3781 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3782 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3784 shadowentities[numshadowentities++] = ent;
3789 // return if there's nothing at all to light
3790 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3793 // count this light in the r_speeds
3794 r_refdef.stats.lights++;
3796 // flag it as worth drawing later
3797 rtlight->draw = true;
3799 // cache all the animated entities that cast a shadow but are not visible
3800 for (i = 0;i < numshadowentities;i++)
3801 if (!shadowentities[i]->animcache_vertex3f)
3802 R_AnimCache_GetEntity(shadowentities[i], false, false);
3803 for (i = 0;i < numshadowentities_noselfshadow;i++)
3804 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3805 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3807 // allocate some temporary memory for rendering this light later in the frame
3808 // reusable buffers need to be copied, static data can be used as-is
3809 rtlight->cached_numlightentities = numlightentities;
3810 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
3811 rtlight->cached_numshadowentities = numshadowentities;
3812 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3813 rtlight->cached_numsurfaces = numsurfaces;
3814 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3815 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3816 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3817 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3818 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3820 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3821 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3822 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3823 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3824 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3828 // compiled light data
3829 rtlight->cached_shadowtrispvs = shadowtrispvs;
3830 rtlight->cached_lighttrispvs = lighttrispvs;
3831 rtlight->cached_surfacelist = surfacelist;
3835 void R_Shadow_DrawLight(rtlight_t *rtlight)
3839 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3840 int numlightentities;
3841 int numlightentities_noselfshadow;
3842 int numshadowentities;
3843 int numshadowentities_noselfshadow;
3844 entity_render_t **lightentities;
3845 entity_render_t **lightentities_noselfshadow;
3846 entity_render_t **shadowentities;
3847 entity_render_t **shadowentities_noselfshadow;
3849 static unsigned char entitysides[MAX_EDICTS];
3850 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3851 vec3_t nearestpoint;
3853 qboolean castshadows;
3856 // check if we cached this light this frame (meaning it is worth drawing)
3860 numlightentities = rtlight->cached_numlightentities;
3861 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3862 numshadowentities = rtlight->cached_numshadowentities;
3863 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3864 numsurfaces = rtlight->cached_numsurfaces;
3865 lightentities = rtlight->cached_lightentities;
3866 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3867 shadowentities = rtlight->cached_shadowentities;
3868 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3869 shadowtrispvs = rtlight->cached_shadowtrispvs;
3870 lighttrispvs = rtlight->cached_lighttrispvs;
3871 surfacelist = rtlight->cached_surfacelist;
3873 // set up a scissor rectangle for this light
3874 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3877 // don't let sound skip if going slow
3878 if (r_refdef.scene.extraupdate)
3881 // make this the active rtlight for rendering purposes
3882 R_Shadow_RenderMode_ActiveLight(rtlight);
3884 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3886 // optionally draw visible shape of the shadow volumes
3887 // for performance analysis by level designers
3888 R_Shadow_RenderMode_VisibleShadowVolumes();
3890 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3891 for (i = 0;i < numshadowentities;i++)
3892 R_Shadow_DrawEntityShadow(shadowentities[i]);
3893 for (i = 0;i < numshadowentities_noselfshadow;i++)
3894 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3895 R_Shadow_RenderMode_VisibleLighting(false, false);
3898 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3900 // optionally draw the illuminated areas
3901 // for performance analysis by level designers
3902 R_Shadow_RenderMode_VisibleLighting(false, false);
3904 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3905 for (i = 0;i < numlightentities;i++)
3906 R_Shadow_DrawEntityLight(lightentities[i]);
3907 for (i = 0;i < numlightentities_noselfshadow;i++)
3908 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3911 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3913 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3914 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3915 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3916 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3918 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3919 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3920 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3922 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
3928 int receivermask = 0;
3929 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3930 Matrix4x4_Abs(&radiustolight);
3932 r_shadow_shadowmaplod = 0;
3933 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3934 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3935 r_shadow_shadowmaplod = i;
3937 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3939 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3941 surfacesides = NULL;
3944 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3946 castermask = rtlight->static_shadowmap_casters;
3947 receivermask = rtlight->static_shadowmap_receivers;
3951 surfacesides = r_shadow_buffer_surfacesides;
3952 for(i = 0;i < numsurfaces;i++)
3954 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3955 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3956 castermask |= surfacesides[i];
3957 receivermask |= surfacesides[i];
3961 if (receivermask < 0x3F)
3963 for (i = 0;i < numlightentities;i++)
3964 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3965 if (receivermask < 0x3F)
3966 for(i = 0; i < numlightentities_noselfshadow;i++)
3967 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3970 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3974 for (i = 0;i < numshadowentities;i++)
3975 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3976 for (i = 0;i < numshadowentities_noselfshadow;i++)
3977 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3980 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3982 // render shadow casters into 6 sided depth texture
3983 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3985 R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
3986 if (! (castermask & (1 << side))) continue;
3988 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3989 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3990 R_Shadow_DrawEntityShadow(shadowentities[i]);
3993 if (numlightentities_noselfshadow)
3995 // render lighting using the depth texture as shadowmap
3996 // draw lighting in the unmasked areas
3997 R_Shadow_RenderMode_Lighting(false, false, true);
3998 for (i = 0;i < numlightentities_noselfshadow;i++)
3999 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4002 // render shadow casters into 6 sided depth texture
4003 if (numshadowentities_noselfshadow)
4005 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
4007 R_Shadow_RenderMode_ShadowMap(side, 0, size);
4008 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
4009 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4013 // render lighting using the depth texture as shadowmap
4014 // draw lighting in the unmasked areas
4015 R_Shadow_RenderMode_Lighting(false, false, true);
4016 // draw lighting in the unmasked areas
4018 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4019 for (i = 0;i < numlightentities;i++)
4020 R_Shadow_DrawEntityLight(lightentities[i]);
4022 else if (castshadows && vid.stencil)
4024 // draw stencil shadow volumes to mask off pixels that are in shadow
4025 // so that they won't receive lighting
4026 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
4027 R_Shadow_ClearStencil();
4030 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
4031 for (i = 0;i < numshadowentities;i++)
4032 R_Shadow_DrawEntityShadow(shadowentities[i]);
4034 // draw lighting in the unmasked areas
4035 R_Shadow_RenderMode_Lighting(true, false, false);
4036 for (i = 0;i < numlightentities_noselfshadow;i++)
4037 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4039 for (i = 0;i < numshadowentities_noselfshadow;i++)
4040 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
4042 // draw lighting in the unmasked areas
4043 R_Shadow_RenderMode_Lighting(true, false, false);
4045 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4046 for (i = 0;i < numlightentities;i++)
4047 R_Shadow_DrawEntityLight(lightentities[i]);
4051 // draw lighting in the unmasked areas
4052 R_Shadow_RenderMode_Lighting(false, false, false);
4054 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
4055 for (i = 0;i < numlightentities;i++)
4056 R_Shadow_DrawEntityLight(lightentities[i]);
4057 for (i = 0;i < numlightentities_noselfshadow;i++)
4058 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
4061 if (r_shadow_usingdeferredprepass)
4063 // when rendering deferred lighting, we simply rasterize the box
4064 if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
4065 R_Shadow_RenderMode_DrawDeferredLight(false, true);
4066 else if (castshadows && vid.stencil)
4067 R_Shadow_RenderMode_DrawDeferredLight(true, false);
4069 R_Shadow_RenderMode_DrawDeferredLight(false, false);
4073 static void R_Shadow_FreeDeferred(void)
4075 R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
4076 r_shadow_prepassgeometryfbo = 0;
4078 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
4079 r_shadow_prepasslightingdiffusespecularfbo = 0;
4081 R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
4082 r_shadow_prepasslightingdiffusefbo = 0;
4084 if (r_shadow_prepassgeometrydepthtexture)
4085 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
4086 r_shadow_prepassgeometrydepthtexture = NULL;
4088 if (r_shadow_prepassgeometrydepthcolortexture)
4089 R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
4090 r_shadow_prepassgeometrydepthcolortexture = NULL;
4092 if (r_shadow_prepassgeometrynormalmaptexture)
4093 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
4094 r_shadow_prepassgeometrynormalmaptexture = NULL;
4096 if (r_shadow_prepasslightingdiffusetexture)
4097 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
4098 r_shadow_prepasslightingdiffusetexture = NULL;
4100 if (r_shadow_prepasslightingspeculartexture)
4101 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
4102 r_shadow_prepasslightingspeculartexture = NULL;
4105 void R_Shadow_DrawPrepass(void)
4113 entity_render_t *ent;
4114 float clearcolor[4];
4116 R_Mesh_ResetTextureState();
4118 GL_ColorMask(1,1,1,1);
4119 GL_BlendFunc(GL_ONE, GL_ZERO);
4122 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4123 Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
4124 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4125 if (r_timereport_active)
4126 R_TimeReport("prepasscleargeom");
4128 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
4129 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
4130 if (r_timereport_active)
4131 R_TimeReport("prepassworld");
4133 for (i = 0;i < r_refdef.scene.numentities;i++)
4135 if (!r_refdef.viewcache.entityvisible[i])
4137 ent = r_refdef.scene.entities[i];
4138 if (ent->model && ent->model->DrawPrepass != NULL)
4139 ent->model->DrawPrepass(ent);
4142 if (r_timereport_active)
4143 R_TimeReport("prepassmodels");
4145 GL_DepthMask(false);
4146 GL_ColorMask(1,1,1,1);
4149 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4150 Vector4Set(clearcolor, 0, 0, 0, 0);
4151 GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
4152 if (r_timereport_active)
4153 R_TimeReport("prepassclearlit");
4155 R_Shadow_RenderMode_Begin();
4157 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4158 if (r_shadow_debuglight.integer >= 0)
4160 lightindex = r_shadow_debuglight.integer;
4161 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4162 if (light && (light->flags & flag) && light->rtlight.draw)
4163 R_Shadow_DrawLight(&light->rtlight);
4167 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4168 for (lightindex = 0;lightindex < range;lightindex++)
4170 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4171 if (light && (light->flags & flag) && light->rtlight.draw)
4172 R_Shadow_DrawLight(&light->rtlight);
4175 if (r_refdef.scene.rtdlight)
4176 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4177 if (r_refdef.scene.lights[lnum]->draw)
4178 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4180 R_Mesh_ResetRenderTargets();
4182 R_Shadow_RenderMode_End();
4184 if (r_timereport_active)
4185 R_TimeReport("prepasslights");
4188 void R_Shadow_DrawLightSprites(void);
4189 void R_Shadow_PrepareLights(void)
4199 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4200 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4201 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
4202 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4203 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4204 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4205 R_Shadow_FreeShadowMaps();
4207 r_shadow_usingshadowmaportho = false;
4209 switch (vid.renderpath)
4211 case RENDERPATH_GL20:
4212 case RENDERPATH_D3D9:
4213 case RENDERPATH_D3D10:
4214 case RENDERPATH_D3D11:
4215 case RENDERPATH_SOFT:
4216 case RENDERPATH_GLES2:
4217 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
4219 r_shadow_usingdeferredprepass = false;
4220 if (r_shadow_prepass_width)
4221 R_Shadow_FreeDeferred();
4222 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4226 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4228 R_Shadow_FreeDeferred();
4230 r_shadow_usingdeferredprepass = true;
4231 r_shadow_prepass_width = vid.width;
4232 r_shadow_prepass_height = vid.height;
4233 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4234 switch (vid.renderpath)
4236 case RENDERPATH_D3D9:
4237 r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4242 r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4243 r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4244 r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
4246 // set up the geometry pass fbo (depth + normalmap)
4247 r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
4248 R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
4249 // render depth into one texture and normalmap into the other
4250 if (qglDrawBuffersARB)
4252 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4253 qglReadBuffer(GL_NONE);CHECKGLERROR
4254 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4255 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4257 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4258 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4259 r_shadow_usingdeferredprepass = false;
4263 // set up the lighting pass fbo (diffuse + specular)
4264 r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4265 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
4266 // render diffuse into one texture and specular into another,
4267 // with depth and normalmap bound as textures,
4268 // with depth bound as attachment as well
4269 if (qglDrawBuffersARB)
4271 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4272 qglReadBuffer(GL_NONE);CHECKGLERROR
4273 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4274 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4276 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4277 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4278 r_shadow_usingdeferredprepass = false;
4282 // set up the lighting pass fbo (diffuse)
4283 r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4284 R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
4285 // render diffuse into one texture,
4286 // with depth and normalmap bound as textures,
4287 // with depth bound as attachment as well
4288 if (qglDrawBuffersARB)
4290 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4291 qglReadBuffer(GL_NONE);CHECKGLERROR
4292 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4293 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4295 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4296 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4297 r_shadow_usingdeferredprepass = false;
4302 case RENDERPATH_GL13:
4303 case RENDERPATH_GL11:
4304 r_shadow_usingdeferredprepass = false;
4308 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);
4310 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4311 if (r_shadow_debuglight.integer >= 0)
4313 lightindex = r_shadow_debuglight.integer;
4314 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4315 if (light && (light->flags & flag))
4316 R_Shadow_PrepareLight(&light->rtlight);
4320 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4321 for (lightindex = 0;lightindex < range;lightindex++)
4323 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4324 if (light && (light->flags & flag))
4325 R_Shadow_PrepareLight(&light->rtlight);
4328 if (r_refdef.scene.rtdlight)
4330 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4331 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4333 else if(gl_flashblend.integer)
4335 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4337 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4338 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4339 VectorScale(rtlight->color, f, rtlight->currentcolor);
4343 if (r_editlights.integer)
4344 R_Shadow_DrawLightSprites();
4346 R_Shadow_UpdateBounceGridTexture();
4349 void R_Shadow_DrawLights(void)
4357 R_Shadow_RenderMode_Begin();
4359 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4360 if (r_shadow_debuglight.integer >= 0)
4362 lightindex = r_shadow_debuglight.integer;
4363 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4364 if (light && (light->flags & flag))
4365 R_Shadow_DrawLight(&light->rtlight);
4369 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4370 for (lightindex = 0;lightindex < range;lightindex++)
4372 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4373 if (light && (light->flags & flag))
4374 R_Shadow_DrawLight(&light->rtlight);
4377 if (r_refdef.scene.rtdlight)
4378 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4379 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4381 R_Shadow_RenderMode_End();
4384 extern const float r_screenvertex3f[12];
4385 extern void R_SetupView(qboolean allowwaterclippingplane);
4386 extern void R_ResetViewRendering3D(void);
4387 extern void R_ResetViewRendering2D(void);
4388 extern cvar_t r_shadows;
4389 extern cvar_t r_shadows_darken;
4390 extern cvar_t r_shadows_drawafterrtlighting;
4391 extern cvar_t r_shadows_castfrombmodels;
4392 extern cvar_t r_shadows_throwdistance;
4393 extern cvar_t r_shadows_throwdirection;
4394 extern cvar_t r_shadows_focus;
4395 extern cvar_t r_shadows_shadowmapscale;
4397 void R_Shadow_PrepareModelShadows(void)
4400 float scale, size, radius, dot1, dot2;
4401 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
4402 entity_render_t *ent;
4404 if (!r_refdef.scene.numentities)
4407 switch (r_shadow_shadowmode)
4409 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4410 if (r_shadows.integer >= 2)
4413 case R_SHADOW_SHADOWMODE_STENCIL:
4414 for (i = 0;i < r_refdef.scene.numentities;i++)
4416 ent = r_refdef.scene.entities[i];
4417 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4418 R_AnimCache_GetEntity(ent, false, false);
4425 size = 2*r_shadow_shadowmapmaxsize;
4426 scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
4427 radius = 0.5f * size / scale;
4429 Math_atov(r_shadows_throwdirection.string, shadowdir);
4430 VectorNormalize(shadowdir);
4431 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4432 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4433 if (fabs(dot1) <= fabs(dot2))
4434 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4436 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4437 VectorNormalize(shadowforward);
4438 CrossProduct(shadowdir, shadowforward, shadowright);
4439 Math_atov(r_shadows_focus.string, shadowfocus);
4440 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4441 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4442 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4443 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4444 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4446 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4448 shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4449 shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4450 shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4451 shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
4452 shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
4453 shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
4455 for (i = 0;i < r_refdef.scene.numentities;i++)
4457 ent = r_refdef.scene.entities[i];
4458 if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
4460 // cast shadows from anything of the map (submodels are optional)
4461 if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4462 R_AnimCache_GetEntity(ent, false, false);
4466 void R_DrawModelShadowMaps(void)
4469 float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
4470 entity_render_t *ent;
4471 vec3_t relativelightorigin;
4472 vec3_t relativelightdirection, relativeforward, relativeright;
4473 vec3_t relativeshadowmins, relativeshadowmaxs;
4474 vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
4476 matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
4477 r_viewport_t viewport;
4479 float clearcolor[4];
4481 if (!r_refdef.scene.numentities)
4484 switch (r_shadow_shadowmode)
4486 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4492 R_ResetViewRendering3D();
4493 R_Shadow_RenderMode_Begin();
4494 R_Shadow_RenderMode_ActiveLight(NULL);
4496 switch (r_shadow_shadowmode)
4498 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4499 if (!r_shadow_shadowmap2dtexture)
4500 R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
4501 fbo = r_shadow_fbo2d;
4502 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
4503 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
4504 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
4510 size = 2*r_shadow_shadowmapmaxsize;
4511 scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
4512 radius = 0.5f / scale;
4513 nearclip = -r_shadows_throwdistance.value;
4514 farclip = r_shadows_throwdistance.value;
4515 bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
4517 r_shadow_shadowmap_parameters[0] = size;
4518 r_shadow_shadowmap_parameters[1] = size;
4519 r_shadow_shadowmap_parameters[2] = 1.0;
4520 r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
4522 Math_atov(r_shadows_throwdirection.string, shadowdir);
4523 VectorNormalize(shadowdir);
4524 Math_atov(r_shadows_focus.string, shadowfocus);
4525 VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
4526 VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
4527 VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
4528 VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
4529 dot1 = DotProduct(r_refdef.view.forward, shadowdir);
4530 dot2 = DotProduct(r_refdef.view.up, shadowdir);
4531 if (fabs(dot1) <= fabs(dot2))
4532 VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
4534 VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
4535 VectorNormalize(shadowforward);
4536 VectorM(scale, shadowforward, &m[0]);
4537 if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
4539 m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
4540 CrossProduct(shadowdir, shadowforward, shadowright);
4541 VectorM(scale, shadowright, &m[4]);
4542 m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
4543 VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
4544 m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
4545 Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
4546 Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
4547 R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL);
4549 VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
4551 R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
4552 R_SetupShader_DepthOrShadow();
4553 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
4556 R_SetViewport(&viewport);
4557 GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
4558 Vector4Set(clearcolor, 1,1,1,1);
4559 // in D3D9 we have to render to a color texture shadowmap
4560 // in GL we render directly to a depth texture only
4561 if (r_shadow_shadowmap2dtexture)
4562 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4564 GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4565 // render into a slightly restricted region so that the borders of the
4566 // shadowmap area fade away, rather than streaking across everything
4567 // outside the usable area
4568 GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
4572 R_Mesh_ResetRenderTargets();
4573 R_SetupShader_ShowDepth();
4574 GL_ColorMask(1,1,1,1);
4575 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
4578 for (i = 0;i < r_refdef.scene.numentities;i++)
4580 ent = r_refdef.scene.entities[i];
4582 // cast shadows from anything of the map (submodels are optional)
4583 if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4585 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4586 Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
4587 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4588 Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
4589 Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
4590 relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4591 relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4592 relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4593 relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
4594 relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
4595 relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
4596 RSurf_ActiveModelEntity(ent, false, false, false);
4597 ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
4598 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4605 unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
4607 qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
4609 Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
4610 Cvar_SetValueQuick(&r_test, 0);
4615 R_Shadow_RenderMode_End();
4617 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
4618 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
4619 Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
4620 Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
4621 Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
4622 Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
4624 switch (vid.renderpath)
4626 case RENDERPATH_GL11:
4627 case RENDERPATH_GL13:
4628 case RENDERPATH_GL20:
4629 case RENDERPATH_SOFT:
4630 case RENDERPATH_GLES2:
4632 case RENDERPATH_D3D9:
4633 case RENDERPATH_D3D10:
4634 case RENDERPATH_D3D11:
4635 #ifdef OPENGL_ORIENTATION
4636 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4637 r_shadow_shadowmapmatrix.m[0][1] *= -1.0f;
4638 r_shadow_shadowmapmatrix.m[0][2] *= -1.0f;
4639 r_shadow_shadowmapmatrix.m[0][3] *= -1.0f;
4641 r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
4642 r_shadow_shadowmapmatrix.m[1][0] *= -1.0f;
4643 r_shadow_shadowmapmatrix.m[2][0] *= -1.0f;
4644 r_shadow_shadowmapmatrix.m[3][0] *= -1.0f;
4649 r_shadow_usingshadowmaportho = true;
4650 switch (r_shadow_shadowmode)
4652 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
4653 r_shadow_usingshadowmap2d = true;
4660 void R_DrawModelShadows(void)
4663 float relativethrowdistance;
4664 entity_render_t *ent;
4665 vec3_t relativelightorigin;
4666 vec3_t relativelightdirection;
4667 vec3_t relativeshadowmins, relativeshadowmaxs;
4668 vec3_t tmp, shadowdir;
4670 if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
4673 R_ResetViewRendering3D();
4674 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4675 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4676 R_Shadow_RenderMode_Begin();
4677 R_Shadow_RenderMode_ActiveLight(NULL);
4678 r_shadow_lightscissor[0] = r_refdef.view.x;
4679 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4680 r_shadow_lightscissor[2] = r_refdef.view.width;
4681 r_shadow_lightscissor[3] = r_refdef.view.height;
4682 R_Shadow_RenderMode_StencilShadowVolumes(false);
4685 if (r_shadows.integer == 2)
4687 Math_atov(r_shadows_throwdirection.string, shadowdir);
4688 VectorNormalize(shadowdir);
4691 R_Shadow_ClearStencil();
4693 for (i = 0;i < r_refdef.scene.numentities;i++)
4695 ent = r_refdef.scene.entities[i];
4697 // cast shadows from anything of the map (submodels are optional)
4698 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4700 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4701 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4702 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4703 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4704 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4707 if(ent->entitynumber != 0)
4709 if(ent->entitynumber >= MAX_EDICTS) // csqc entity
4711 // FIXME handle this
4712 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4716 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4717 int entnum, entnum2, recursion;
4718 entnum = entnum2 = ent->entitynumber;
4719 for(recursion = 32; recursion > 0; --recursion)
4721 entnum2 = cl.entities[entnum].state_current.tagentity;
4722 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4727 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4729 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4730 // transform into modelspace of OUR entity
4731 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4732 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4735 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4739 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4742 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4743 RSurf_ActiveModelEntity(ent, false, false, false);
4744 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4745 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4749 // not really the right mode, but this will disable any silly stencil features
4750 R_Shadow_RenderMode_End();
4752 // set up ortho view for rendering this pass
4753 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4754 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4755 //GL_ScissorTest(true);
4756 //R_EntityMatrix(&identitymatrix);
4757 //R_Mesh_ResetTextureState();
4758 R_ResetViewRendering2D();
4760 // set up a darkening blend on shadowed areas
4761 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4762 //GL_DepthRange(0, 1);
4763 //GL_DepthTest(false);
4764 //GL_DepthMask(false);
4765 //GL_PolygonOffset(0, 0);CHECKGLERROR
4766 GL_Color(0, 0, 0, r_shadows_darken.value);
4767 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4768 //GL_DepthFunc(GL_ALWAYS);
4769 R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
4771 // apply the blend to the shadowed areas
4772 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
4773 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4774 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4776 // restore the viewport
4777 R_SetViewport(&r_refdef.view.viewport);
4779 // restore other state to normal
4780 //R_Shadow_RenderMode_End();
4783 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4786 vec3_t centerorigin;
4788 // if it's too close, skip it
4789 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4791 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4794 if (usequery && r_numqueries + 2 <= r_maxqueries)
4796 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4797 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4798 // 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
4799 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4801 switch(vid.renderpath)
4803 case RENDERPATH_GL20:
4804 case RENDERPATH_GL13:
4805 case RENDERPATH_GL11:
4806 case RENDERPATH_GLES2:
4808 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
4809 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4810 GL_DepthFunc(GL_ALWAYS);
4811 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4812 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
4813 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4814 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4815 GL_DepthFunc(GL_LEQUAL);
4816 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4817 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4818 R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
4819 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
4820 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4823 case RENDERPATH_D3D9:
4824 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4826 case RENDERPATH_D3D10:
4827 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4829 case RENDERPATH_D3D11:
4830 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4832 case RENDERPATH_SOFT:
4833 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4837 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4840 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4842 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4845 GLint allpixels = 0, visiblepixels = 0;
4846 // now we have to check the query result
4847 if (rtlight->corona_queryindex_visiblepixels)
4849 switch(vid.renderpath)
4851 case RENDERPATH_GL20:
4852 case RENDERPATH_GL13:
4853 case RENDERPATH_GL11:
4854 case RENDERPATH_GLES2:
4856 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4857 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4860 case RENDERPATH_D3D9:
4861 Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4863 case RENDERPATH_D3D10:
4864 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4866 case RENDERPATH_D3D11:
4867 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4869 case RENDERPATH_SOFT:
4870 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4873 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4874 if (visiblepixels < 1 || allpixels < 1)
4876 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4877 cscale *= rtlight->corona_visibility;
4881 // FIXME: these traces should scan all render entities instead of cl.world
4882 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
4885 VectorScale(rtlight->currentcolor, cscale, color);
4886 if (VectorLength(color) > (1.0f / 256.0f))
4889 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4892 VectorNegate(color, color);
4893 switch(vid.renderpath)
4895 case RENDERPATH_GL11:
4896 case RENDERPATH_GL13:
4897 case RENDERPATH_GL20:
4898 case RENDERPATH_GLES2:
4899 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4901 case RENDERPATH_D3D9:
4903 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4906 case RENDERPATH_D3D10:
4907 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4909 case RENDERPATH_D3D11:
4910 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4912 case RENDERPATH_SOFT:
4913 DPSOFTRAST_BlendSubtract(true);
4917 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4918 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);
4919 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4922 switch(vid.renderpath)
4924 case RENDERPATH_GL11:
4925 case RENDERPATH_GL13:
4926 case RENDERPATH_GL20:
4927 case RENDERPATH_GLES2:
4928 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4930 case RENDERPATH_D3D9:
4932 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4935 case RENDERPATH_D3D10:
4936 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4938 case RENDERPATH_D3D11:
4939 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4941 case RENDERPATH_SOFT:
4942 DPSOFTRAST_BlendSubtract(false);
4949 void R_Shadow_DrawCoronas(void)
4952 qboolean usequery = false;
4957 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4959 if (r_waterstate.renderingscene)
4961 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4962 R_EntityMatrix(&identitymatrix);
4964 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4966 // check occlusion of coronas
4967 // use GL_ARB_occlusion_query if available
4968 // otherwise use raytraces
4970 switch (vid.renderpath)
4972 case RENDERPATH_GL11:
4973 case RENDERPATH_GL13:
4974 case RENDERPATH_GL20:
4975 case RENDERPATH_GLES2:
4976 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4979 GL_ColorMask(0,0,0,0);
4980 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4981 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4984 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4985 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4987 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4990 RSurf_ActiveWorldEntity();
4991 GL_BlendFunc(GL_ONE, GL_ZERO);
4992 GL_CullFace(GL_NONE);
4993 GL_DepthMask(false);
4994 GL_DepthRange(0, 1);
4995 GL_PolygonOffset(0, 0);
4997 R_Mesh_ResetTextureState();
4998 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
5001 case RENDERPATH_D3D9:
5003 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5005 case RENDERPATH_D3D10:
5006 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5008 case RENDERPATH_D3D11:
5009 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5011 case RENDERPATH_SOFT:
5013 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5016 for (lightindex = 0;lightindex < range;lightindex++)
5018 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5021 rtlight = &light->rtlight;
5022 rtlight->corona_visibility = 0;
5023 rtlight->corona_queryindex_visiblepixels = 0;
5024 rtlight->corona_queryindex_allpixels = 0;
5025 if (!(rtlight->flags & flag))
5027 if (rtlight->corona <= 0)
5029 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
5031 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5033 for (i = 0;i < r_refdef.scene.numlights;i++)
5035 rtlight = r_refdef.scene.lights[i];
5036 rtlight->corona_visibility = 0;
5037 rtlight->corona_queryindex_visiblepixels = 0;
5038 rtlight->corona_queryindex_allpixels = 0;
5039 if (!(rtlight->flags & flag))
5041 if (rtlight->corona <= 0)
5043 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
5046 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5048 // now draw the coronas using the query data for intensity info
5049 for (lightindex = 0;lightindex < range;lightindex++)
5051 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5054 rtlight = &light->rtlight;
5055 if (rtlight->corona_visibility <= 0)
5057 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5059 for (i = 0;i < r_refdef.scene.numlights;i++)
5061 rtlight = r_refdef.scene.lights[i];
5062 if (rtlight->corona_visibility <= 0)
5064 if (gl_flashblend.integer)
5065 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
5067 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
5073 dlight_t *R_Shadow_NewWorldLight(void)
5075 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
5078 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)
5081 // validate parameters
5082 if (style < 0 || style >= MAX_LIGHTSTYLES)
5084 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
5090 // copy to light properties
5091 VectorCopy(origin, light->origin);
5092 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
5093 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
5094 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
5096 light->color[0] = max(color[0], 0);
5097 light->color[1] = max(color[1], 0);
5098 light->color[2] = max(color[2], 0);
5100 light->color[0] = color[0];
5101 light->color[1] = color[1];
5102 light->color[2] = color[2];
5103 light->radius = max(radius, 0);
5104 light->style = style;
5105 light->shadow = shadowenable;
5106 light->corona = corona;
5107 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
5108 light->coronasizescale = coronasizescale;
5109 light->ambientscale = ambientscale;
5110 light->diffusescale = diffusescale;
5111 light->specularscale = specularscale;
5112 light->flags = flags;
5114 // update renderable light data
5115 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
5116 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);
5119 void R_Shadow_FreeWorldLight(dlight_t *light)
5121 if (r_shadow_selectedlight == light)
5122 r_shadow_selectedlight = NULL;
5123 R_RTLight_Uncompile(&light->rtlight);
5124 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
5127 void R_Shadow_ClearWorldLights(void)
5131 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5132 for (lightindex = 0;lightindex < range;lightindex++)
5134 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5136 R_Shadow_FreeWorldLight(light);
5138 r_shadow_selectedlight = NULL;
5141 void R_Shadow_SelectLight(dlight_t *light)
5143 if (r_shadow_selectedlight)
5144 r_shadow_selectedlight->selected = false;
5145 r_shadow_selectedlight = light;
5146 if (r_shadow_selectedlight)
5147 r_shadow_selectedlight->selected = true;
5150 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5152 // this is never batched (there can be only one)
5154 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
5155 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5156 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5159 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5164 skinframe_t *skinframe;
5167 // this is never batched (due to the ent parameter changing every time)
5168 // so numsurfaces == 1 and surfacelist[0] == lightnumber
5169 const dlight_t *light = (dlight_t *)ent;
5172 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
5175 VectorScale(light->color, intensity, spritecolor);
5176 if (VectorLength(spritecolor) < 0.1732f)
5177 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
5178 if (VectorLength(spritecolor) > 1.0f)
5179 VectorNormalize(spritecolor);
5181 // draw light sprite
5182 if (light->cubemapname[0] && !light->shadow)
5183 skinframe = r_editlights_sprcubemapnoshadowlight;
5184 else if (light->cubemapname[0])
5185 skinframe = r_editlights_sprcubemaplight;
5186 else if (!light->shadow)
5187 skinframe = r_editlights_sprnoshadowlight;
5189 skinframe = r_editlights_sprlight;
5191 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);
5192 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5194 // draw selection sprite if light is selected
5195 if (light->selected)
5197 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
5198 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
5199 // VorteX todo: add normalmode/realtime mode light overlay sprites?
5203 void R_Shadow_DrawLightSprites(void)
5207 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5208 for (lightindex = 0;lightindex < range;lightindex++)
5210 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5212 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
5214 if (!r_editlights_lockcursor)
5215 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
5218 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
5223 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
5224 if (lightindex >= range)
5226 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5229 rtlight = &light->rtlight;
5230 //if (!(rtlight->flags & flag))
5232 VectorCopy(rtlight->shadoworigin, origin);
5233 *radius = rtlight->radius;
5234 VectorCopy(rtlight->color, color);
5238 void R_Shadow_SelectLightInView(void)
5240 float bestrating, rating, temp[3];
5244 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5248 if (r_editlights_lockcursor)
5250 for (lightindex = 0;lightindex < range;lightindex++)
5252 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5255 VectorSubtract(light->origin, r_refdef.view.origin, temp);
5256 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
5259 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
5260 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
5262 bestrating = rating;
5267 R_Shadow_SelectLight(best);
5270 void R_Shadow_LoadWorldLights(void)
5272 int n, a, style, shadow, flags;
5273 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
5274 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
5275 if (cl.worldmodel == NULL)
5277 Con_Print("No map loaded.\n");
5280 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5281 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5291 for (;COM_Parse(t, true) && strcmp(
5292 if (COM_Parse(t, true))
5294 if (com_token[0] == '!')
5297 origin[0] = atof(com_token+1);
5300 origin[0] = atof(com_token);
5305 while (*s && *s != '\n' && *s != '\r')
5311 // check for modifier flags
5318 #if _MSC_VER >= 1400
5319 #define sscanf sscanf_s
5321 cubemapname[sizeof(cubemapname)-1] = 0;
5322 #if MAX_QPATH != 128
5323 #error update this code if MAX_QPATH changes
5325 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
5326 #if _MSC_VER >= 1400
5327 , sizeof(cubemapname)
5329 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
5332 flags = LIGHTFLAG_REALTIMEMODE;
5340 coronasizescale = 0.25f;
5342 VectorClear(angles);
5345 if (a < 9 || !strcmp(cubemapname, "\"\""))
5347 // remove quotes on cubemapname
5348 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
5351 namelen = strlen(cubemapname) - 2;
5352 memmove(cubemapname, cubemapname + 1, namelen);
5353 cubemapname[namelen] = '\0';
5357 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);
5360 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5368 Con_Printf("invalid rtlights file \"%s\"\n", name);
5369 Mem_Free(lightsstring);
5373 void R_Shadow_SaveWorldLights(void)
5377 size_t bufchars, bufmaxchars;
5379 char name[MAX_QPATH];
5380 char line[MAX_INPUTLINE];
5381 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
5382 // I hate lines which are 3 times my screen size :( --blub
5385 if (cl.worldmodel == NULL)
5387 Con_Print("No map loaded.\n");
5390 dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
5391 bufchars = bufmaxchars = 0;
5393 for (lightindex = 0;lightindex < range;lightindex++)
5395 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5398 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
5399 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);
5400 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
5401 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]);
5403 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);
5404 if (bufchars + strlen(line) > bufmaxchars)
5406 bufmaxchars = bufchars + strlen(line) + 2048;
5408 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
5412 memcpy(buf, oldbuf, bufchars);
5418 memcpy(buf + bufchars, line, strlen(line));
5419 bufchars += strlen(line);
5423 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
5428 void R_Shadow_LoadLightsFile(void)
5431 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
5432 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
5433 if (cl.worldmodel == NULL)
5435 Con_Print("No map loaded.\n");
5438 dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
5439 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
5447 while (*s && *s != '\n' && *s != '\r')
5453 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);
5457 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);
5460 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
5461 radius = bound(15, radius, 4096);
5462 VectorScale(color, (2.0f / (8388608.0f)), color);
5463 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5471 Con_Printf("invalid lights file \"%s\"\n", name);
5472 Mem_Free(lightsstring);
5476 // tyrlite/hmap2 light types in the delay field
5477 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5479 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5491 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5492 char key[256], value[MAX_INPUTLINE];
5494 if (cl.worldmodel == NULL)
5496 Con_Print("No map loaded.\n");
5499 // try to load a .ent file first
5500 dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
5501 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5502 // and if that is not found, fall back to the bsp file entity string
5504 data = cl.worldmodel->brush.entities;
5507 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5509 type = LIGHTTYPE_MINUSX;
5510 origin[0] = origin[1] = origin[2] = 0;
5511 originhack[0] = originhack[1] = originhack[2] = 0;
5512 angles[0] = angles[1] = angles[2] = 0;
5513 color[0] = color[1] = color[2] = 1;
5514 light[0] = light[1] = light[2] = 1;light[3] = 300;
5515 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5525 if (!COM_ParseToken_Simple(&data, false, false))
5527 if (com_token[0] == '}')
5528 break; // end of entity
5529 if (com_token[0] == '_')
5530 strlcpy(key, com_token + 1, sizeof(key));
5532 strlcpy(key, com_token, sizeof(key));
5533 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5534 key[strlen(key)-1] = 0;
5535 if (!COM_ParseToken_Simple(&data, false, false))
5537 strlcpy(value, com_token, sizeof(value));
5539 // now that we have the key pair worked out...
5540 if (!strcmp("light", key))
5542 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5546 light[0] = vec[0] * (1.0f / 256.0f);
5547 light[1] = vec[0] * (1.0f / 256.0f);
5548 light[2] = vec[0] * (1.0f / 256.0f);
5554 light[0] = vec[0] * (1.0f / 255.0f);
5555 light[1] = vec[1] * (1.0f / 255.0f);
5556 light[2] = vec[2] * (1.0f / 255.0f);
5560 else if (!strcmp("delay", key))
5562 else if (!strcmp("origin", key))
5563 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5564 else if (!strcmp("angle", key))
5565 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5566 else if (!strcmp("angles", key))
5567 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5568 else if (!strcmp("color", key))
5569 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5570 else if (!strcmp("wait", key))
5571 fadescale = atof(value);
5572 else if (!strcmp("classname", key))
5574 if (!strncmp(value, "light", 5))
5577 if (!strcmp(value, "light_fluoro"))
5582 overridecolor[0] = 1;
5583 overridecolor[1] = 1;
5584 overridecolor[2] = 1;
5586 if (!strcmp(value, "light_fluorospark"))
5591 overridecolor[0] = 1;
5592 overridecolor[1] = 1;
5593 overridecolor[2] = 1;
5595 if (!strcmp(value, "light_globe"))
5600 overridecolor[0] = 1;
5601 overridecolor[1] = 0.8;
5602 overridecolor[2] = 0.4;
5604 if (!strcmp(value, "light_flame_large_yellow"))
5609 overridecolor[0] = 1;
5610 overridecolor[1] = 0.5;
5611 overridecolor[2] = 0.1;
5613 if (!strcmp(value, "light_flame_small_yellow"))
5618 overridecolor[0] = 1;
5619 overridecolor[1] = 0.5;
5620 overridecolor[2] = 0.1;
5622 if (!strcmp(value, "light_torch_small_white"))
5627 overridecolor[0] = 1;
5628 overridecolor[1] = 0.5;
5629 overridecolor[2] = 0.1;
5631 if (!strcmp(value, "light_torch_small_walltorch"))
5636 overridecolor[0] = 1;
5637 overridecolor[1] = 0.5;
5638 overridecolor[2] = 0.1;
5642 else if (!strcmp("style", key))
5643 style = atoi(value);
5644 else if (!strcmp("skin", key))
5645 skin = (int)atof(value);
5646 else if (!strcmp("pflags", key))
5647 pflags = (int)atof(value);
5648 //else if (!strcmp("effects", key))
5649 // effects = (int)atof(value);
5650 else if (cl.worldmodel->type == mod_brushq3)
5652 if (!strcmp("scale", key))
5653 lightscale = atof(value);
5654 if (!strcmp("fade", key))
5655 fadescale = atof(value);
5660 if (lightscale <= 0)
5664 if (color[0] == color[1] && color[0] == color[2])
5666 color[0] *= overridecolor[0];
5667 color[1] *= overridecolor[1];
5668 color[2] *= overridecolor[2];
5670 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5671 color[0] = color[0] * light[0];
5672 color[1] = color[1] * light[1];
5673 color[2] = color[2] * light[2];
5676 case LIGHTTYPE_MINUSX:
5678 case LIGHTTYPE_RECIPX:
5680 VectorScale(color, (1.0f / 16.0f), color);
5682 case LIGHTTYPE_RECIPXX:
5684 VectorScale(color, (1.0f / 16.0f), color);
5687 case LIGHTTYPE_NONE:
5691 case LIGHTTYPE_MINUSXX:
5694 VectorAdd(origin, originhack, origin);
5696 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);
5699 Mem_Free(entfiledata);
5703 void R_Shadow_SetCursorLocationForView(void)
5706 vec3_t dest, endpos;
5708 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5709 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
5710 if (trace.fraction < 1)
5712 dist = trace.fraction * r_editlights_cursordistance.value;
5713 push = r_editlights_cursorpushback.value;
5717 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5718 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5722 VectorClear( endpos );
5724 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5725 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5726 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5729 void R_Shadow_UpdateWorldLightSelection(void)
5731 if (r_editlights.integer)
5733 R_Shadow_SetCursorLocationForView();
5734 R_Shadow_SelectLightInView();
5737 R_Shadow_SelectLight(NULL);
5740 void R_Shadow_EditLights_Clear_f(void)
5742 R_Shadow_ClearWorldLights();
5745 void R_Shadow_EditLights_Reload_f(void)
5749 strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
5750 R_Shadow_ClearWorldLights();
5751 R_Shadow_LoadWorldLights();
5752 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5754 R_Shadow_LoadLightsFile();
5755 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5756 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5760 void R_Shadow_EditLights_Save_f(void)
5764 R_Shadow_SaveWorldLights();
5767 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5769 R_Shadow_ClearWorldLights();
5770 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5773 void R_Shadow_EditLights_ImportLightsFile_f(void)
5775 R_Shadow_ClearWorldLights();
5776 R_Shadow_LoadLightsFile();
5779 void R_Shadow_EditLights_Spawn_f(void)
5782 if (!r_editlights.integer)
5784 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5787 if (Cmd_Argc() != 1)
5789 Con_Print("r_editlights_spawn does not take parameters\n");
5792 color[0] = color[1] = color[2] = 1;
5793 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5796 void R_Shadow_EditLights_Edit_f(void)
5798 vec3_t origin, angles, color;
5799 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5800 int style, shadows, flags, normalmode, realtimemode;
5801 char cubemapname[MAX_INPUTLINE];
5802 if (!r_editlights.integer)
5804 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5807 if (!r_shadow_selectedlight)
5809 Con_Print("No selected light.\n");
5812 VectorCopy(r_shadow_selectedlight->origin, origin);
5813 VectorCopy(r_shadow_selectedlight->angles, angles);
5814 VectorCopy(r_shadow_selectedlight->color, color);
5815 radius = r_shadow_selectedlight->radius;
5816 style = r_shadow_selectedlight->style;
5817 if (r_shadow_selectedlight->cubemapname)
5818 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5821 shadows = r_shadow_selectedlight->shadow;
5822 corona = r_shadow_selectedlight->corona;
5823 coronasizescale = r_shadow_selectedlight->coronasizescale;
5824 ambientscale = r_shadow_selectedlight->ambientscale;
5825 diffusescale = r_shadow_selectedlight->diffusescale;
5826 specularscale = r_shadow_selectedlight->specularscale;
5827 flags = r_shadow_selectedlight->flags;
5828 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5829 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5830 if (!strcmp(Cmd_Argv(1), "origin"))
5832 if (Cmd_Argc() != 5)
5834 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5837 origin[0] = atof(Cmd_Argv(2));
5838 origin[1] = atof(Cmd_Argv(3));
5839 origin[2] = atof(Cmd_Argv(4));
5841 else if (!strcmp(Cmd_Argv(1), "originx"))
5843 if (Cmd_Argc() != 3)
5845 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5848 origin[0] = atof(Cmd_Argv(2));
5850 else if (!strcmp(Cmd_Argv(1), "originy"))
5852 if (Cmd_Argc() != 3)
5854 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5857 origin[1] = atof(Cmd_Argv(2));
5859 else if (!strcmp(Cmd_Argv(1), "originz"))
5861 if (Cmd_Argc() != 3)
5863 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5866 origin[2] = atof(Cmd_Argv(2));
5868 else if (!strcmp(Cmd_Argv(1), "move"))
5870 if (Cmd_Argc() != 5)
5872 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5875 origin[0] += atof(Cmd_Argv(2));
5876 origin[1] += atof(Cmd_Argv(3));
5877 origin[2] += atof(Cmd_Argv(4));
5879 else if (!strcmp(Cmd_Argv(1), "movex"))
5881 if (Cmd_Argc() != 3)
5883 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5886 origin[0] += atof(Cmd_Argv(2));
5888 else if (!strcmp(Cmd_Argv(1), "movey"))
5890 if (Cmd_Argc() != 3)
5892 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5895 origin[1] += atof(Cmd_Argv(2));
5897 else if (!strcmp(Cmd_Argv(1), "movez"))
5899 if (Cmd_Argc() != 3)
5901 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5904 origin[2] += atof(Cmd_Argv(2));
5906 else if (!strcmp(Cmd_Argv(1), "angles"))
5908 if (Cmd_Argc() != 5)
5910 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5913 angles[0] = atof(Cmd_Argv(2));
5914 angles[1] = atof(Cmd_Argv(3));
5915 angles[2] = atof(Cmd_Argv(4));
5917 else if (!strcmp(Cmd_Argv(1), "anglesx"))
5919 if (Cmd_Argc() != 3)
5921 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5924 angles[0] = atof(Cmd_Argv(2));
5926 else if (!strcmp(Cmd_Argv(1), "anglesy"))
5928 if (Cmd_Argc() != 3)
5930 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5933 angles[1] = atof(Cmd_Argv(2));
5935 else if (!strcmp(Cmd_Argv(1), "anglesz"))
5937 if (Cmd_Argc() != 3)
5939 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5942 angles[2] = atof(Cmd_Argv(2));
5944 else if (!strcmp(Cmd_Argv(1), "color"))
5946 if (Cmd_Argc() != 5)
5948 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5951 color[0] = atof(Cmd_Argv(2));
5952 color[1] = atof(Cmd_Argv(3));
5953 color[2] = atof(Cmd_Argv(4));
5955 else if (!strcmp(Cmd_Argv(1), "radius"))
5957 if (Cmd_Argc() != 3)
5959 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5962 radius = atof(Cmd_Argv(2));
5964 else if (!strcmp(Cmd_Argv(1), "colorscale"))
5966 if (Cmd_Argc() == 3)
5968 double scale = atof(Cmd_Argv(2));
5975 if (Cmd_Argc() != 5)
5977 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
5980 color[0] *= atof(Cmd_Argv(2));
5981 color[1] *= atof(Cmd_Argv(3));
5982 color[2] *= atof(Cmd_Argv(4));
5985 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5987 if (Cmd_Argc() != 3)
5989 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5992 radius *= atof(Cmd_Argv(2));
5994 else if (!strcmp(Cmd_Argv(1), "style"))
5996 if (Cmd_Argc() != 3)
5998 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6001 style = atoi(Cmd_Argv(2));
6003 else if (!strcmp(Cmd_Argv(1), "cubemap"))
6007 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6010 if (Cmd_Argc() == 3)
6011 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
6015 else if (!strcmp(Cmd_Argv(1), "shadows"))
6017 if (Cmd_Argc() != 3)
6019 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6022 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6024 else if (!strcmp(Cmd_Argv(1), "corona"))
6026 if (Cmd_Argc() != 3)
6028 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6031 corona = atof(Cmd_Argv(2));
6033 else if (!strcmp(Cmd_Argv(1), "coronasize"))
6035 if (Cmd_Argc() != 3)
6037 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6040 coronasizescale = atof(Cmd_Argv(2));
6042 else if (!strcmp(Cmd_Argv(1), "ambient"))
6044 if (Cmd_Argc() != 3)
6046 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6049 ambientscale = atof(Cmd_Argv(2));
6051 else if (!strcmp(Cmd_Argv(1), "diffuse"))
6053 if (Cmd_Argc() != 3)
6055 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6058 diffusescale = atof(Cmd_Argv(2));
6060 else if (!strcmp(Cmd_Argv(1), "specular"))
6062 if (Cmd_Argc() != 3)
6064 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6067 specularscale = atof(Cmd_Argv(2));
6069 else if (!strcmp(Cmd_Argv(1), "normalmode"))
6071 if (Cmd_Argc() != 3)
6073 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6076 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6078 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
6080 if (Cmd_Argc() != 3)
6082 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
6085 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
6089 Con_Print("usage: r_editlights_edit [property] [value]\n");
6090 Con_Print("Selected light's properties:\n");
6091 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
6092 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
6093 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
6094 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
6095 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
6096 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
6097 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
6098 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
6099 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
6100 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
6101 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
6102 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
6103 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
6104 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
6107 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
6108 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
6111 void R_Shadow_EditLights_EditAll_f(void)
6114 dlight_t *light, *oldselected;
6117 if (!r_editlights.integer)
6119 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
6123 oldselected = r_shadow_selectedlight;
6124 // EditLights doesn't seem to have a "remove" command or something so:
6125 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6126 for (lightindex = 0;lightindex < range;lightindex++)
6128 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6131 R_Shadow_SelectLight(light);
6132 R_Shadow_EditLights_Edit_f();
6134 // return to old selected (to not mess editing once selection is locked)
6135 R_Shadow_SelectLight(oldselected);
6138 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
6140 int lightnumber, lightcount;
6141 size_t lightindex, range;
6145 if (!r_editlights.integer)
6147 x = vid_conwidth.value - 240;
6149 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
6152 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
6153 for (lightindex = 0;lightindex < range;lightindex++)
6155 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
6158 if (light == r_shadow_selectedlight)
6159 lightnumber = lightindex;
6162 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;
6163 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;
6165 if (r_shadow_selectedlight == NULL)
6167 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;
6168 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;
6169 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;
6170 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;
6171 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;
6172 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;
6173 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;
6174 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;
6175 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;
6176 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;
6177 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;
6178 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;
6179 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;
6180 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;
6181 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;
6184 void R_Shadow_EditLights_ToggleShadow_f(void)
6186 if (!r_editlights.integer)
6188 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6191 if (!r_shadow_selectedlight)
6193 Con_Print("No selected light.\n");
6196 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);
6199 void R_Shadow_EditLights_ToggleCorona_f(void)
6201 if (!r_editlights.integer)
6203 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
6206 if (!r_shadow_selectedlight)
6208 Con_Print("No selected light.\n");
6211 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);
6214 void R_Shadow_EditLights_Remove_f(void)
6216 if (!r_editlights.integer)
6218 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
6221 if (!r_shadow_selectedlight)
6223 Con_Print("No selected light.\n");
6226 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
6227 r_shadow_selectedlight = NULL;
6230 void R_Shadow_EditLights_Help_f(void)
6233 "Documentation on r_editlights system:\n"
6235 "r_editlights : enable/disable editing mode\n"
6236 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
6237 "r_editlights_cursorpushback : push back cursor this far from surface\n"
6238 "r_editlights_cursorpushoff : push cursor off surface this far\n"
6239 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
6240 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
6242 "r_editlights_help : this help\n"
6243 "r_editlights_clear : remove all lights\n"
6244 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
6245 "r_editlights_lock : lock selection to current light, if already locked - unlock\n"
6246 "r_editlights_save : save to .rtlights file\n"
6247 "r_editlights_spawn : create a light with default settings\n"
6248 "r_editlights_edit command : edit selected light - more documentation below\n"
6249 "r_editlights_remove : remove selected light\n"
6250 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
6251 "r_editlights_importlightentitiesfrommap : reload light entities\n"
6252 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
6254 "origin x y z : set light location\n"
6255 "originx x: set x component of light location\n"
6256 "originy y: set y component of light location\n"
6257 "originz z: set z component of light location\n"
6258 "move x y z : adjust light location\n"
6259 "movex x: adjust x component of light location\n"
6260 "movey y: adjust y component of light location\n"
6261 "movez z: adjust z component of light location\n"
6262 "angles x y z : set light angles\n"
6263 "anglesx x: set x component of light angles\n"
6264 "anglesy y: set y component of light angles\n"
6265 "anglesz z: set z component of light angles\n"
6266 "color r g b : set color of light (can be brighter than 1 1 1)\n"
6267 "radius radius : set radius (size) of light\n"
6268 "colorscale grey : multiply color of light (1 does nothing)\n"
6269 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
6270 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
6271 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
6272 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
6273 "cubemap basename : set filter cubemap of light (not yet supported)\n"
6274 "shadows 1/0 : turn on/off shadows\n"
6275 "corona n : set corona intensity\n"
6276 "coronasize n : set corona size (0-1)\n"
6277 "ambient n : set ambient intensity (0-1)\n"
6278 "diffuse n : set diffuse intensity (0-1)\n"
6279 "specular n : set specular intensity (0-1)\n"
6280 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
6281 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
6282 "<nothing> : print light properties to console\n"
6286 void R_Shadow_EditLights_CopyInfo_f(void)
6288 if (!r_editlights.integer)
6290 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
6293 if (!r_shadow_selectedlight)
6295 Con_Print("No selected light.\n");
6298 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
6299 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
6300 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
6301 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
6302 if (r_shadow_selectedlight->cubemapname)
6303 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
6305 r_shadow_bufferlight.cubemapname[0] = 0;
6306 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
6307 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
6308 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
6309 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
6310 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
6311 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
6312 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
6315 void R_Shadow_EditLights_PasteInfo_f(void)
6317 if (!r_editlights.integer)
6319 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
6322 if (!r_shadow_selectedlight)
6324 Con_Print("No selected light.\n");
6327 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);
6330 void R_Shadow_EditLights_Lock_f(void)
6332 if (!r_editlights.integer)
6334 Con_Print("Cannot lock on light when not in editing mode. Set r_editlights to 1.\n");
6337 if (r_editlights_lockcursor)
6339 r_editlights_lockcursor = false;
6342 if (!r_shadow_selectedlight)
6344 Con_Print("No selected light to lock on.\n");
6347 r_editlights_lockcursor = true;
6350 void R_Shadow_EditLights_Init(void)
6352 Cvar_RegisterVariable(&r_editlights);
6353 Cvar_RegisterVariable(&r_editlights_cursordistance);
6354 Cvar_RegisterVariable(&r_editlights_cursorpushback);
6355 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
6356 Cvar_RegisterVariable(&r_editlights_cursorgrid);
6357 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
6358 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
6359 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
6360 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)");
6361 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
6362 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
6363 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
6364 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)");
6365 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
6366 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
6367 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
6368 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
6369 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
6370 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
6371 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)");
6372 Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
6378 =============================================================================
6382 =============================================================================
6385 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
6387 int i, numlights, flag;
6390 float relativepoint[3];
6399 if (r_fullbright.integer)
6401 VectorSet(ambient, 1, 1, 1);
6402 VectorClear(diffuse);
6403 VectorClear(lightdir);
6407 if (flags & LP_LIGHTMAP)
6409 VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6410 VectorClear(diffuse);
6411 VectorClear(lightdir);
6412 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6413 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
6417 memset(sample, 0, sizeof(sample));
6418 VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
6420 if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6423 VectorClear(tempambient);
6425 VectorClear(relativepoint);
6426 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
6427 VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
6428 VectorScale(color, r_refdef.lightmapintensity, color);
6429 VectorAdd(sample, tempambient, sample);
6430 VectorMA(sample , 0.5f , color, sample );
6431 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6432 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6433 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6434 // calculate a weighted average light direction as well
6435 intensity = VectorLength(color);
6436 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6439 if (flags & LP_RTWORLD)
6441 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
6442 numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
6443 for (i = 0; i < numlights; i++)
6445 dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
6448 light = &dlight->rtlight;
6449 if (!(light->flags & flag))
6452 lightradius2 = light->radius * light->radius;
6453 VectorSubtract(light->shadoworigin, p, relativepoint);
6454 dist2 = VectorLength2(relativepoint);
6455 if (dist2 >= lightradius2)
6457 dist = sqrt(dist2) / light->radius;
6458 intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
6459 if (intensity <= 0.0f)
6461 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6463 // scale down intensity to add to both ambient and diffuse
6464 //intensity *= 0.5f;
6465 VectorNormalize(relativepoint);
6466 VectorScale(light->currentcolor, intensity, color);
6467 VectorMA(sample , 0.5f , color, sample );
6468 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6469 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6470 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6471 // calculate a weighted average light direction as well
6472 intensity *= VectorLength(color);
6473 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6477 if (flags & LP_DYNLIGHT)
6480 for (i = 0;i < r_refdef.scene.numlights;i++)
6482 light = r_refdef.scene.lights[i];
6484 lightradius2 = light->radius * light->radius;
6485 VectorSubtract(light->shadoworigin, p, relativepoint);
6486 dist2 = VectorLength2(relativepoint);
6487 if (dist2 >= lightradius2)
6489 dist = sqrt(dist2) / light->radius;
6490 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
6491 if (intensity <= 0.0f)
6493 if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
6495 // scale down intensity to add to both ambient and diffuse
6496 //intensity *= 0.5f;
6497 VectorNormalize(relativepoint);
6498 VectorScale(light->currentcolor, intensity, color);
6499 VectorMA(sample , 0.5f , color, sample );
6500 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
6501 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
6502 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
6503 // calculate a weighted average light direction as well
6504 intensity *= VectorLength(color);
6505 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
6509 // calculate the direction we'll use to reduce the sample to a directional light source
6510 VectorCopy(sample + 12, dir);
6511 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
6512 VectorNormalize(dir);
6513 // extract the diffuse color along the chosen direction and scale it
6514 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
6515 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
6516 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
6517 // subtract some of diffuse from ambient
6518 VectorMA(sample, -0.333f, diffuse, ambient);
6519 // store the normalized lightdir
6520 VectorCopy(dir, lightdir);