3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_STENCIL,
149 R_SHADOW_RENDERMODE_STENCILTWOSIDE,
150 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
151 R_SHADOW_RENDERMODE_LIGHT_DOT3,
152 R_SHADOW_RENDERMODE_LIGHT_GLSL,
153 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
154 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
156 r_shadow_rendermode_t;
158 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
159 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
162 int maxshadowtriangles;
165 int maxshadowvertices;
166 float *shadowvertex3f;
179 int r_shadow_buffer_numleafpvsbytes;
180 unsigned char *r_shadow_buffer_leafpvs;
181 int *r_shadow_buffer_leaflist;
183 int r_shadow_buffer_numsurfacepvsbytes;
184 unsigned char *r_shadow_buffer_surfacepvs;
185 int *r_shadow_buffer_surfacelist;
187 rtexturepool_t *r_shadow_texturepool;
188 rtexture_t *r_shadow_attenuation2dtexture;
189 rtexture_t *r_shadow_attenuation3dtexture;
191 // lights are reloaded when this changes
192 char r_shadow_mapname[MAX_QPATH];
194 // used only for light filters (cubemaps)
195 rtexturepool_t *r_shadow_filters_texturepool;
197 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"};
198 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"};
199 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
200 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)"};
201 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
202 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
203 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"};
204 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"};
205 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
206 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
207 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
208 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
209 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
210 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal culling optimizations on dynamic lights (slow! you probably don't want this!)"};
211 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)"};
212 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
213 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"};
214 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
215 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
216 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"};
217 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)"};
218 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
219 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_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)"};
220 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
221 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
222 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
223 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
224 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
225 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
226 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
227 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
229 float r_shadow_attenpower, r_shadow_attenscale;
231 rtlight_t *r_shadow_compilingrtlight;
232 dlight_t *r_shadow_worldlightchain;
233 dlight_t *r_shadow_selectedlight;
234 dlight_t r_shadow_bufferlight;
235 vec3_t r_editlights_cursorlocation;
237 extern int con_vislines;
239 typedef struct cubemapinfo_s
246 #define MAX_CUBEMAPS 256
247 static int numcubemaps;
248 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
250 void R_Shadow_UncompileWorldLights(void);
251 void R_Shadow_ClearWorldLights(void);
252 void R_Shadow_SaveWorldLights(void);
253 void R_Shadow_LoadWorldLights(void);
254 void R_Shadow_LoadLightsFile(void);
255 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
256 void R_Shadow_EditLights_Reload_f(void);
257 void R_Shadow_ValidateCvars(void);
258 static void R_Shadow_MakeTextures(void);
259 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
261 void r_shadow_start(void)
263 // allocate vertex processing arrays
265 r_shadow_attenuation2dtexture = NULL;
266 r_shadow_attenuation3dtexture = NULL;
267 r_shadow_texturepool = NULL;
268 r_shadow_filters_texturepool = NULL;
269 R_Shadow_ValidateCvars();
270 R_Shadow_MakeTextures();
271 maxshadowtriangles = 0;
272 shadowelements = NULL;
273 maxshadowvertices = 0;
274 shadowvertex3f = NULL;
282 shadowmarklist = NULL;
284 r_shadow_buffer_numleafpvsbytes = 0;
285 r_shadow_buffer_leafpvs = NULL;
286 r_shadow_buffer_leaflist = NULL;
287 r_shadow_buffer_numsurfacepvsbytes = 0;
288 r_shadow_buffer_surfacepvs = NULL;
289 r_shadow_buffer_surfacelist = NULL;
292 void r_shadow_shutdown(void)
294 R_Shadow_UncompileWorldLights();
296 r_shadow_attenuation2dtexture = NULL;
297 r_shadow_attenuation3dtexture = NULL;
298 R_FreeTexturePool(&r_shadow_texturepool);
299 R_FreeTexturePool(&r_shadow_filters_texturepool);
300 maxshadowtriangles = 0;
302 Mem_Free(shadowelements);
303 shadowelements = NULL;
305 Mem_Free(shadowvertex3f);
306 shadowvertex3f = NULL;
309 Mem_Free(vertexupdate);
312 Mem_Free(vertexremap);
318 Mem_Free(shadowmark);
321 Mem_Free(shadowmarklist);
322 shadowmarklist = NULL;
324 r_shadow_buffer_numleafpvsbytes = 0;
325 if (r_shadow_buffer_leafpvs)
326 Mem_Free(r_shadow_buffer_leafpvs);
327 r_shadow_buffer_leafpvs = NULL;
328 if (r_shadow_buffer_leaflist)
329 Mem_Free(r_shadow_buffer_leaflist);
330 r_shadow_buffer_leaflist = NULL;
331 r_shadow_buffer_numsurfacepvsbytes = 0;
332 if (r_shadow_buffer_surfacepvs)
333 Mem_Free(r_shadow_buffer_surfacepvs);
334 r_shadow_buffer_surfacepvs = NULL;
335 if (r_shadow_buffer_surfacelist)
336 Mem_Free(r_shadow_buffer_surfacelist);
337 r_shadow_buffer_surfacelist = NULL;
340 void r_shadow_newmap(void)
344 void R_Shadow_Help_f(void)
347 "Documentation on r_shadow system:\n"
349 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
350 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
351 "r_shadow_debuglight : render only this light number (-1 = all)\n"
352 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
353 "r_shadow_gloss2intensity : brightness of forced gloss\n"
354 "r_shadow_glossintensity : brightness of textured gloss\n"
355 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
356 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
357 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
358 "r_shadow_portallight : use portal visibility for static light precomputation\n"
359 "r_shadow_projectdistance : shadow volume projection distance\n"
360 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
361 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
362 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
363 "r_shadow_realtime_world : use high quality world lighting mode\n"
364 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
365 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
366 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
367 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
368 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
369 "r_shadow_scissor : use scissor optimization\n"
370 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
371 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
372 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
373 "r_showlighting : useful for performance testing; bright = slow!\n"
374 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
376 "r_shadow_help : this help\n"
380 void R_Shadow_Init(void)
382 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
383 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
384 Cvar_RegisterVariable(&r_shadow_debuglight);
385 Cvar_RegisterVariable(&r_shadow_gloss);
386 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
387 Cvar_RegisterVariable(&r_shadow_glossintensity);
388 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
389 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
390 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
391 Cvar_RegisterVariable(&r_shadow_portallight);
392 Cvar_RegisterVariable(&r_shadow_projectdistance);
393 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
394 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
395 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
396 Cvar_RegisterVariable(&r_shadow_realtime_world);
397 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
398 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
399 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
400 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
401 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
402 Cvar_RegisterVariable(&r_shadow_scissor);
403 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
404 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
405 Cvar_RegisterVariable(&r_shadow_texture3d);
406 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
407 if (gamemode == GAME_TENEBRAE)
409 Cvar_SetValue("r_shadow_gloss", 2);
410 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
412 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
413 R_Shadow_EditLights_Init();
414 r_shadow_worldlightchain = NULL;
415 maxshadowtriangles = 0;
416 shadowelements = NULL;
417 maxshadowvertices = 0;
418 shadowvertex3f = NULL;
426 shadowmarklist = NULL;
428 r_shadow_buffer_numleafpvsbytes = 0;
429 r_shadow_buffer_leafpvs = NULL;
430 r_shadow_buffer_leaflist = NULL;
431 r_shadow_buffer_numsurfacepvsbytes = 0;
432 r_shadow_buffer_surfacepvs = NULL;
433 r_shadow_buffer_surfacelist = NULL;
434 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
437 matrix4x4_t matrix_attenuationxyz =
440 {0.5, 0.0, 0.0, 0.5},
441 {0.0, 0.5, 0.0, 0.5},
442 {0.0, 0.0, 0.5, 0.5},
447 matrix4x4_t matrix_attenuationz =
450 {0.0, 0.0, 0.5, 0.5},
451 {0.0, 0.0, 0.0, 0.5},
452 {0.0, 0.0, 0.0, 0.5},
457 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
459 // make sure shadowelements is big enough for this volume
460 if (maxshadowtriangles < numtriangles)
462 maxshadowtriangles = numtriangles;
464 Mem_Free(shadowelements);
465 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
467 // make sure shadowvertex3f is big enough for this volume
468 if (maxshadowvertices < numvertices)
470 maxshadowvertices = numvertices;
472 Mem_Free(shadowvertex3f);
473 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
477 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
479 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
480 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
481 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
483 if (r_shadow_buffer_leafpvs)
484 Mem_Free(r_shadow_buffer_leafpvs);
485 if (r_shadow_buffer_leaflist)
486 Mem_Free(r_shadow_buffer_leaflist);
487 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
488 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
489 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
491 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
493 if (r_shadow_buffer_surfacepvs)
494 Mem_Free(r_shadow_buffer_surfacepvs);
495 if (r_shadow_buffer_surfacelist)
496 Mem_Free(r_shadow_buffer_surfacelist);
497 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
498 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
499 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
503 void R_Shadow_PrepareShadowMark(int numtris)
505 // make sure shadowmark is big enough for this volume
506 if (maxshadowmark < numtris)
508 maxshadowmark = numtris;
510 Mem_Free(shadowmark);
512 Mem_Free(shadowmarklist);
513 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
514 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
518 // if shadowmarkcount wrapped we clear the array and adjust accordingly
519 if (shadowmarkcount == 0)
522 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
527 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
530 int outtriangles = 0, outvertices = 0;
534 if (maxvertexupdate < innumvertices)
536 maxvertexupdate = innumvertices;
538 Mem_Free(vertexupdate);
540 Mem_Free(vertexremap);
541 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
542 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
546 if (vertexupdatenum == 0)
549 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
550 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
553 for (i = 0;i < numshadowmarktris;i++)
554 shadowmark[shadowmarktris[i]] = shadowmarkcount;
556 for (i = 0;i < numshadowmarktris;i++)
558 element = inelement3i + shadowmarktris[i] * 3;
559 // make sure the vertices are created
560 for (j = 0;j < 3;j++)
562 if (vertexupdate[element[j]] != vertexupdatenum)
564 float ratio, direction[3];
565 vertexupdate[element[j]] = vertexupdatenum;
566 vertexremap[element[j]] = outvertices;
567 vertex = invertex3f + element[j] * 3;
568 // project one copy of the vertex to the sphere radius of the light
569 // (FIXME: would projecting it to the light box be better?)
570 VectorSubtract(vertex, projectorigin, direction);
571 ratio = projectdistance / VectorLength(direction);
572 VectorCopy(vertex, outvertex3f);
573 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
580 for (i = 0;i < numshadowmarktris;i++)
582 int remappedelement[3];
584 const int *neighbortriangle;
586 markindex = shadowmarktris[i] * 3;
587 element = inelement3i + markindex;
588 neighbortriangle = inneighbor3i + markindex;
589 // output the front and back triangles
590 outelement3i[0] = vertexremap[element[0]];
591 outelement3i[1] = vertexremap[element[1]];
592 outelement3i[2] = vertexremap[element[2]];
593 outelement3i[3] = vertexremap[element[2]] + 1;
594 outelement3i[4] = vertexremap[element[1]] + 1;
595 outelement3i[5] = vertexremap[element[0]] + 1;
599 // output the sides (facing outward from this triangle)
600 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
602 remappedelement[0] = vertexremap[element[0]];
603 remappedelement[1] = vertexremap[element[1]];
604 outelement3i[0] = remappedelement[1];
605 outelement3i[1] = remappedelement[0];
606 outelement3i[2] = remappedelement[0] + 1;
607 outelement3i[3] = remappedelement[1];
608 outelement3i[4] = remappedelement[0] + 1;
609 outelement3i[5] = remappedelement[1] + 1;
614 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
616 remappedelement[1] = vertexremap[element[1]];
617 remappedelement[2] = vertexremap[element[2]];
618 outelement3i[0] = remappedelement[2];
619 outelement3i[1] = remappedelement[1];
620 outelement3i[2] = remappedelement[1] + 1;
621 outelement3i[3] = remappedelement[2];
622 outelement3i[4] = remappedelement[1] + 1;
623 outelement3i[5] = remappedelement[2] + 1;
628 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
630 remappedelement[0] = vertexremap[element[0]];
631 remappedelement[2] = vertexremap[element[2]];
632 outelement3i[0] = remappedelement[0];
633 outelement3i[1] = remappedelement[2];
634 outelement3i[2] = remappedelement[2] + 1;
635 outelement3i[3] = remappedelement[0];
636 outelement3i[4] = remappedelement[2] + 1;
637 outelement3i[5] = remappedelement[0] + 1;
644 *outnumvertices = outvertices;
648 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
651 if (projectdistance < 0.1)
653 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
656 if (!numverts || !nummarktris)
658 // make sure shadowelements is big enough for this volume
659 if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
660 R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
661 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdistance, nummarktris, marktris);
662 r_refdef.stats.lights_dynamicshadowtriangles += tris;
663 R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements);
666 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
671 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
673 tend = firsttriangle + numtris;
674 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
675 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
676 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
678 // surface box entirely inside light box, no box cull
679 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
680 if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
681 shadowmarklist[numshadowmark++] = t;
685 // surface box not entirely inside light box, cull each triangle
686 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
688 v[0] = invertex3f + e[0] * 3;
689 v[1] = invertex3f + e[1] * 3;
690 v[2] = invertex3f + e[2] * 3;
691 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
692 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
693 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
694 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
695 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
696 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
697 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
698 shadowmarklist[numshadowmark++] = t;
703 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
705 if (r_shadow_compilingrtlight)
707 // if we're compiling an rtlight, capture the mesh
708 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
711 r_refdef.stats.lights_shadowtriangles += numtriangles;
713 R_Mesh_VertexPointer(vertex3f);
714 GL_LockArrays(0, numvertices);
715 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
717 // decrement stencil if backface is behind depthbuffer
718 qglCullFace(GL_BACK);CHECKGLERROR // quake is backwards, this culls front faces
719 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
720 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
721 // increment stencil if frontface is behind depthbuffer
722 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
723 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
725 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
730 static void R_Shadow_MakeTextures(void)
733 float v[3], intensity;
735 R_FreeTexturePool(&r_shadow_texturepool);
736 r_shadow_texturepool = R_AllocTexturePool();
737 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
738 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
739 #define ATTEN2DSIZE 64
740 #define ATTEN3DSIZE 32
741 data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
742 for (y = 0;y < ATTEN2DSIZE;y++)
744 for (x = 0;x < ATTEN2DSIZE;x++)
746 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
747 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
749 intensity = 1.0f - sqrt(DotProduct(v, v));
751 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
752 d = (int)bound(0, intensity, 255);
753 data[(y*ATTEN2DSIZE+x)*4+0] = d;
754 data[(y*ATTEN2DSIZE+x)*4+1] = d;
755 data[(y*ATTEN2DSIZE+x)*4+2] = d;
756 data[(y*ATTEN2DSIZE+x)*4+3] = d;
759 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
760 if (r_shadow_texture3d.integer)
762 for (z = 0;z < ATTEN3DSIZE;z++)
764 for (y = 0;y < ATTEN3DSIZE;y++)
766 for (x = 0;x < ATTEN3DSIZE;x++)
768 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
769 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
770 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
771 intensity = 1.0f - sqrt(DotProduct(v, v));
773 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
774 d = (int)bound(0, intensity, 255);
775 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
776 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
777 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
778 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
782 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
787 void R_Shadow_ValidateCvars(void)
789 if (r_shadow_texture3d.integer && !gl_texture3d)
790 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
791 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
792 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
795 // light currently being rendered
796 rtlight_t *r_shadow_rtlight;
798 // this is the location of the light in entity space
799 vec3_t r_shadow_entitylightorigin;
800 // this transforms entity coordinates to light filter cubemap coordinates
801 // (also often used for other purposes)
802 matrix4x4_t r_shadow_entitytolight;
803 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
804 // of attenuation texturing in full 3D (Z result often ignored)
805 matrix4x4_t r_shadow_entitytoattenuationxyz;
806 // this transforms only the Z to S, and T is always 0.5
807 matrix4x4_t r_shadow_entitytoattenuationz;
809 void R_Shadow_RenderMode_Begin(void)
811 R_Shadow_ValidateCvars();
813 if (!r_shadow_attenuation2dtexture
814 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
815 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
816 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
817 R_Shadow_MakeTextures();
820 R_Mesh_ColorPointer(NULL);
821 R_Mesh_ResetTextureState();
822 GL_BlendFunc(GL_ONE, GL_ZERO);
825 GL_Color(0, 0, 0, 1);
826 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
827 qglEnable(GL_CULL_FACE);CHECKGLERROR
828 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
830 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
832 if (gl_ext_stenciltwoside.integer)
833 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
835 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
837 if (r_glsl.integer && gl_support_fragment_shader)
838 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
839 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
840 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
842 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
845 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
847 r_shadow_rtlight = rtlight;
850 void R_Shadow_RenderMode_Reset(void)
853 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
855 qglUseProgramObjectARB(0);CHECKGLERROR
857 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
859 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
861 R_Mesh_ColorPointer(NULL);
862 R_Mesh_ResetTextureState();
865 void R_Shadow_RenderMode_StencilShadowVolumes(void)
868 R_Shadow_RenderMode_Reset();
869 GL_Color(1, 1, 1, 1);
870 GL_ColorMask(0, 0, 0, 0);
871 GL_BlendFunc(GL_ONE, GL_ZERO);
874 qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
875 qglDepthFunc(GL_LESS);CHECKGLERROR
876 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
877 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
878 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
879 r_shadow_rendermode = r_shadow_shadowingrendermode;
880 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
882 qglDisable(GL_CULL_FACE);CHECKGLERROR
883 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
884 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR // quake is backwards, this is front faces
885 qglStencilMask(~0);CHECKGLERROR
886 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
887 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR // quake is backwards, this is back faces
888 qglStencilMask(~0);CHECKGLERROR
889 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
893 qglEnable(GL_CULL_FACE);CHECKGLERROR
894 qglStencilMask(~0);CHECKGLERROR
895 // this is changed by every shadow render so its value here is unimportant
896 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
898 GL_Clear(GL_STENCIL_BUFFER_BIT);
899 r_refdef.stats.lights_clears++;
902 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
905 R_Shadow_RenderMode_Reset();
906 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
909 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
910 //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
911 GL_Color(1, 1, 1, 1);
912 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
915 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
919 qglDepthFunc(GL_EQUAL);CHECKGLERROR
921 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
922 qglEnable(GL_CULL_FACE);CHECKGLERROR
925 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
929 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
931 qglStencilMask(~0);CHECKGLERROR
932 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
933 // only draw light where this geometry was already rendered AND the
934 // stencil is 128 (values other than this mean shadow)
935 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
936 r_shadow_rendermode = r_shadow_lightingrendermode;
937 // do global setup needed for the chosen lighting mode
938 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
940 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
941 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
942 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
943 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
944 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
945 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
946 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
947 R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); // lightmap
948 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap
949 R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow
950 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
951 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
952 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
957 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
960 R_Shadow_RenderMode_Reset();
961 GL_BlendFunc(GL_ONE, GL_ONE);
963 GL_DepthTest(!r_showdisabledepthtest.integer);
964 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
965 GL_Color(0.0, 0.0125, 0.1, 1);
966 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
967 qglDepthFunc(GL_GEQUAL);CHECKGLERROR
968 qglCullFace(GL_FRONT);CHECKGLERROR // this culls back
969 qglDisable(GL_CULL_FACE);CHECKGLERROR
970 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
971 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
974 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
977 R_Shadow_RenderMode_Reset();
978 GL_BlendFunc(GL_ONE, GL_ONE);
980 GL_DepthTest(!r_showdisabledepthtest.integer);
981 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
982 GL_Color(0.1, 0.0125, 0, 1);
983 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
986 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
990 qglDepthFunc(GL_EQUAL);CHECKGLERROR
992 qglCullFace(GL_FRONT);CHECKGLERROR // this culls back
993 qglEnable(GL_CULL_FACE);CHECKGLERROR
996 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1000 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1002 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1005 void R_Shadow_RenderMode_End(void)
1008 R_Shadow_RenderMode_Reset();
1009 R_Shadow_RenderMode_ActiveLight(NULL);
1010 GL_BlendFunc(GL_ONE, GL_ZERO);
1013 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1014 //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1015 GL_Color(1, 1, 1, 1);
1016 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1017 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1018 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1019 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
1020 qglEnable(GL_CULL_FACE);CHECKGLERROR
1021 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1022 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1023 if (gl_support_stenciltwoside)
1025 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1027 qglStencilMask(~0);CHECKGLERROR
1028 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1029 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1032 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1034 int i, ix1, iy1, ix2, iy2;
1035 float x1, y1, x2, y2;
1038 mplane_t planes[11];
1039 float vertex3f[256*3];
1041 // if view is inside the light box, just say yes it's visible
1042 if (BoxesOverlap(r_view.origin, r_view.origin, mins, maxs))
1044 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1048 // create a temporary brush describing the area the light can affect in worldspace
1049 VectorNegate(r_view.frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -r_view.frustum[0].dist;
1050 VectorNegate(r_view.frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -r_view.frustum[1].dist;
1051 VectorNegate(r_view.frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -r_view.frustum[2].dist;
1052 VectorNegate(r_view.frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -r_view.frustum[3].dist;
1053 VectorNegate(r_view.frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -r_view.frustum[4].dist;
1054 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1055 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1056 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1057 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1058 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1059 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1061 // turn the brush into a mesh
1062 memset(&mesh, 0, sizeof(rmesh_t));
1063 mesh.maxvertices = 256;
1064 mesh.vertex3f = vertex3f;
1065 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1066 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1068 // if that mesh is empty, the light is not visible at all
1069 if (!mesh.numvertices)
1072 if (!r_shadow_scissor.integer)
1075 // if that mesh is not empty, check what area of the screen it covers
1076 x1 = y1 = x2 = y2 = 0;
1078 for (i = 0;i < mesh.numvertices;i++)
1080 VectorCopy(mesh.vertex3f + i * 3, v);
1081 GL_TransformToScreen(v, v2);
1082 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
1085 if (x1 > v2[0]) x1 = v2[0];
1086 if (x2 < v2[0]) x2 = v2[0];
1087 if (y1 > v2[1]) y1 = v2[1];
1088 if (y2 < v2[1]) y2 = v2[1];
1097 // now convert the scissor rectangle to integer screen coordinates
1098 ix1 = (int)(x1 - 1.0f);
1099 iy1 = (int)(y1 - 1.0f);
1100 ix2 = (int)(x2 + 1.0f);
1101 iy2 = (int)(y2 + 1.0f);
1102 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1104 // clamp it to the screen
1105 if (ix1 < r_view.x) ix1 = r_view.x;
1106 if (iy1 < r_view.y) iy1 = r_view.y;
1107 if (ix2 > r_view.x + r_view.width) ix2 = r_view.x + r_view.width;
1108 if (iy2 > r_view.y + r_view.height) iy2 = r_view.y + r_view.height;
1110 // if it is inside out, it's not visible
1111 if (ix2 <= ix1 || iy2 <= iy1)
1114 // the light area is visible, set up the scissor rectangle
1115 GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1116 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR
1117 //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR
1118 r_refdef.stats.lights_scissored++;
1122 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
1124 int numverts = surface->num_vertices;
1125 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1126 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1127 float *color4f = rsurface_array_color4f + 4 * surface->num_firstvertex;
1128 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1129 if (r_textureunits.integer >= 3)
1131 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1133 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1134 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1135 if ((dot = DotProduct(n, v)) < 0)
1137 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1138 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
1139 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
1140 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
1141 if (r_refdef.fogenabled)
1143 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1144 VectorScale(color4f, f, color4f);
1148 VectorClear(color4f);
1152 else if (r_textureunits.integer >= 2)
1154 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1156 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1157 if ((dist = fabs(v[2])) < 1)
1159 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1160 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1161 if ((dot = DotProduct(n, v)) < 0)
1163 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1164 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1165 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1166 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1170 color4f[0] = ambientcolor[0] * distintensity;
1171 color4f[1] = ambientcolor[1] * distintensity;
1172 color4f[2] = ambientcolor[2] * distintensity;
1174 if (r_refdef.fogenabled)
1176 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1177 VectorScale(color4f, f, color4f);
1181 VectorClear(color4f);
1187 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1189 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1190 if ((dist = DotProduct(v, v)) < 1)
1193 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1194 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1195 if ((dot = DotProduct(n, v)) < 0)
1197 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1198 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1199 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1200 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1204 color4f[0] = ambientcolor[0] * distintensity;
1205 color4f[1] = ambientcolor[1] * distintensity;
1206 color4f[2] = ambientcolor[2] * distintensity;
1208 if (r_refdef.fogenabled)
1210 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1211 VectorScale(color4f, f, color4f);
1215 VectorClear(color4f);
1221 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1223 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
1225 int surfacelistindex;
1226 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1228 const msurface_t *surface = surfacelist[surfacelistindex];
1230 float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
1231 const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1232 const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
1233 const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
1234 const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1236 for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1238 VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
1239 // the cubemap normalizes this for us
1240 out3f[0] = DotProduct(svector3f, lightdir);
1241 out3f[1] = DotProduct(tvector3f, lightdir);
1242 out3f[2] = DotProduct(normal3f, lightdir);
1247 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
1249 int surfacelistindex;
1250 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1252 const msurface_t *surface = surfacelist[surfacelistindex];
1254 float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
1255 const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1256 const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
1257 const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
1258 const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1259 float lightdir[3], eyedir[3], halfdir[3];
1260 for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1262 VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
1263 VectorNormalize(lightdir);
1264 VectorSubtract(rsurface_modelorg, vertex3f, eyedir);
1265 VectorNormalize(eyedir);
1266 VectorAdd(lightdir, eyedir, halfdir);
1267 // the cubemap normalizes this for us
1268 out3f[0] = DotProduct(svector3f, halfdir);
1269 out3f[1] = DotProduct(tvector3f, halfdir);
1270 out3f[2] = DotProduct(normal3f, halfdir);
1275 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1277 // used to display how many times a surface is lit for level design purposes
1278 GL_Color(0.1, 0.025, 0, 1);
1279 R_Mesh_ColorPointer(NULL);
1280 R_Mesh_ResetTextureState();
1281 RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist);
1282 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1283 GL_LockArrays(0, 0);
1286 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1288 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1289 RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
1290 R_SetupSurfaceShader(lightcolorbase, false);
1291 R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
1292 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1293 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1294 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1295 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1297 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1299 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1300 GL_LockArrays(0, 0);
1301 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1303 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1307 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(int numsurfaces, msurface_t **surfacelist, float r, float g, float b)
1309 // shared final code for all the dot3 layers
1311 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
1312 for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
1314 GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
1315 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1316 GL_LockArrays(0, 0);
1320 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1323 // colorscale accounts for how much we multiply the brightness
1326 // mult is how many times the final pass of the lighting will be
1327 // performed to get more brightness than otherwise possible.
1329 // Limit mult to 64 for sanity sake.
1331 if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1333 // 3 3D combine path (Geforce3, Radeon 8500)
1334 memset(&m, 0, sizeof(m));
1335 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1336 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1337 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1338 m.tex[1] = R_GetTexture(basetexture);
1339 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
1340 m.texmatrix[1] = rsurface_texture->currenttexmatrix;
1341 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1342 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1343 m.texmatrix[2] = r_shadow_entitytolight;
1344 GL_BlendFunc(GL_ONE, GL_ONE);
1346 else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1348 // 2 3D combine path (Geforce3, original Radeon)
1349 memset(&m, 0, sizeof(m));
1350 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1351 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1352 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1353 m.tex[1] = R_GetTexture(basetexture);
1354 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
1355 m.texmatrix[1] = rsurface_texture->currenttexmatrix;
1356 GL_BlendFunc(GL_ONE, GL_ONE);
1358 else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1360 // 4 2D combine path (Geforce3, Radeon 8500)
1361 memset(&m, 0, sizeof(m));
1362 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1363 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1364 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1365 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1366 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1367 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1368 m.tex[2] = R_GetTexture(basetexture);
1369 m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
1370 m.texmatrix[2] = rsurface_texture->currenttexmatrix;
1371 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1373 m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1374 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1375 m.texmatrix[3] = r_shadow_entitytolight;
1377 GL_BlendFunc(GL_ONE, GL_ONE);
1379 else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1381 // 3 2D combine path (Geforce3, original Radeon)
1382 memset(&m, 0, sizeof(m));
1383 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1384 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1385 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1386 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1387 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1388 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1389 m.tex[2] = R_GetTexture(basetexture);
1390 m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
1391 m.texmatrix[2] = rsurface_texture->currenttexmatrix;
1392 GL_BlendFunc(GL_ONE, GL_ONE);
1396 // 2/2/2 2D combine path (any dot3 card)
1397 memset(&m, 0, sizeof(m));
1398 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1399 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1400 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1401 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1402 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1403 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1404 R_Mesh_TextureState(&m);
1405 GL_ColorMask(0,0,0,1);
1406 GL_BlendFunc(GL_ONE, GL_ZERO);
1407 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1408 GL_LockArrays(0, 0);
1411 memset(&m, 0, sizeof(m));
1412 m.tex[0] = R_GetTexture(basetexture);
1413 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1414 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1415 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1417 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1418 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1419 m.texmatrix[1] = r_shadow_entitytolight;
1421 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1423 // this final code is shared
1424 R_Mesh_TextureState(&m);
1425 R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1428 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1431 // colorscale accounts for how much we multiply the brightness
1434 // mult is how many times the final pass of the lighting will be
1435 // performed to get more brightness than otherwise possible.
1437 // Limit mult to 64 for sanity sake.
1439 // generate normalization cubemap texcoords
1440 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(numsurfaces, surfacelist);
1441 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1443 // 3/2 3D combine path (Geforce3, Radeon 8500)
1444 memset(&m, 0, sizeof(m));
1445 m.tex[0] = R_GetTexture(normalmaptexture);
1446 m.texcombinergb[0] = GL_REPLACE;
1447 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1448 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1449 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1450 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1451 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1452 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1453 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1454 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1455 R_Mesh_TextureState(&m);
1456 GL_ColorMask(0,0,0,1);
1457 GL_BlendFunc(GL_ONE, GL_ZERO);
1458 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1459 GL_LockArrays(0, 0);
1462 memset(&m, 0, sizeof(m));
1463 m.tex[0] = R_GetTexture(basetexture);
1464 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1465 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1466 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1468 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1469 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1470 m.texmatrix[1] = r_shadow_entitytolight;
1472 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1474 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1476 // 1/2/2 3D combine path (original Radeon)
1477 memset(&m, 0, sizeof(m));
1478 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1479 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1480 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1481 R_Mesh_TextureState(&m);
1482 GL_ColorMask(0,0,0,1);
1483 GL_BlendFunc(GL_ONE, GL_ZERO);
1484 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1485 GL_LockArrays(0, 0);
1488 memset(&m, 0, sizeof(m));
1489 m.tex[0] = R_GetTexture(normalmaptexture);
1490 m.texcombinergb[0] = GL_REPLACE;
1491 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1492 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1493 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1494 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1495 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1496 R_Mesh_TextureState(&m);
1497 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1498 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1499 GL_LockArrays(0, 0);
1502 memset(&m, 0, sizeof(m));
1503 m.tex[0] = R_GetTexture(basetexture);
1504 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1505 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1506 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1508 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1509 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1510 m.texmatrix[1] = r_shadow_entitytolight;
1512 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1514 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1516 // 2/2 3D combine path (original Radeon)
1517 memset(&m, 0, sizeof(m));
1518 m.tex[0] = R_GetTexture(normalmaptexture);
1519 m.texcombinergb[0] = GL_REPLACE;
1520 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1521 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1522 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1523 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1524 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1525 R_Mesh_TextureState(&m);
1526 GL_ColorMask(0,0,0,1);
1527 GL_BlendFunc(GL_ONE, GL_ZERO);
1528 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1529 GL_LockArrays(0, 0);
1532 memset(&m, 0, sizeof(m));
1533 m.tex[0] = R_GetTexture(basetexture);
1534 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1535 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1536 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1537 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1538 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1539 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1541 else if (r_textureunits.integer >= 4)
1543 // 4/2 2D combine path (Geforce3, Radeon 8500)
1544 memset(&m, 0, sizeof(m));
1545 m.tex[0] = R_GetTexture(normalmaptexture);
1546 m.texcombinergb[0] = GL_REPLACE;
1547 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1548 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1549 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1550 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1551 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1552 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1553 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1554 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1555 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1556 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1557 m.texmatrix[3] = r_shadow_entitytoattenuationz;
1558 R_Mesh_TextureState(&m);
1559 GL_ColorMask(0,0,0,1);
1560 GL_BlendFunc(GL_ONE, GL_ZERO);
1561 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1562 GL_LockArrays(0, 0);
1565 memset(&m, 0, sizeof(m));
1566 m.tex[0] = R_GetTexture(basetexture);
1567 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1568 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1569 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1571 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1572 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1573 m.texmatrix[1] = r_shadow_entitytolight;
1575 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1579 // 2/2/2 2D combine path (any dot3 card)
1580 memset(&m, 0, sizeof(m));
1581 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1582 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1583 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1584 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1585 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1586 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1587 R_Mesh_TextureState(&m);
1588 GL_ColorMask(0,0,0,1);
1589 GL_BlendFunc(GL_ONE, GL_ZERO);
1590 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1591 GL_LockArrays(0, 0);
1594 memset(&m, 0, sizeof(m));
1595 m.tex[0] = R_GetTexture(normalmaptexture);
1596 m.texcombinergb[0] = GL_REPLACE;
1597 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1598 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1599 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1600 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1601 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1602 R_Mesh_TextureState(&m);
1603 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1604 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1605 GL_LockArrays(0, 0);
1608 memset(&m, 0, sizeof(m));
1609 m.tex[0] = R_GetTexture(basetexture);
1610 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1611 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1612 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1614 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1615 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1616 m.texmatrix[1] = r_shadow_entitytolight;
1618 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1620 // this final code is shared
1621 R_Mesh_TextureState(&m);
1622 R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1625 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
1628 // FIXME: detect blendsquare!
1629 //if (!gl_support_blendsquare)
1632 // generate normalization cubemap texcoords
1633 R_Shadow_GenTexCoords_Specular_NormalCubeMap(numsurfaces, surfacelist);
1634 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1636 // 2/0/0/1/2 3D combine blendsquare path
1637 memset(&m, 0, sizeof(m));
1638 m.tex[0] = R_GetTexture(normalmaptexture);
1639 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1640 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1641 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1642 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1643 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1644 R_Mesh_TextureState(&m);
1645 GL_ColorMask(0,0,0,1);
1646 // this squares the result
1647 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1648 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1649 GL_LockArrays(0, 0);
1651 // second and third pass
1652 R_Mesh_ResetTextureState();
1653 // square alpha in framebuffer a few times to make it shiny
1654 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1655 // these comments are a test run through this math for intensity 0.5
1656 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1657 // 0.25 * 0.25 = 0.0625 (this is another pass)
1658 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1659 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1660 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1661 GL_LockArrays(0, 0);
1664 memset(&m, 0, sizeof(m));
1665 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1666 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1667 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1668 R_Mesh_TextureState(&m);
1669 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1670 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1671 GL_LockArrays(0, 0);
1674 memset(&m, 0, sizeof(m));
1675 m.tex[0] = R_GetTexture(glosstexture);
1676 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1677 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1678 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1680 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1681 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1682 m.texmatrix[1] = r_shadow_entitytolight;
1684 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1686 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1688 // 2/0/0/2 3D combine blendsquare path
1689 memset(&m, 0, sizeof(m));
1690 m.tex[0] = R_GetTexture(normalmaptexture);
1691 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1692 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1693 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1694 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1695 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1696 R_Mesh_TextureState(&m);
1697 GL_ColorMask(0,0,0,1);
1698 // this squares the result
1699 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1700 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1701 GL_LockArrays(0, 0);
1703 // second and third pass
1704 R_Mesh_ResetTextureState();
1705 // square alpha in framebuffer a few times to make it shiny
1706 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1707 // these comments are a test run through this math for intensity 0.5
1708 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1709 // 0.25 * 0.25 = 0.0625 (this is another pass)
1710 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1711 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1712 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1713 GL_LockArrays(0, 0);
1716 memset(&m, 0, sizeof(m));
1717 m.tex[0] = R_GetTexture(glosstexture);
1718 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1719 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1720 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1721 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1722 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1723 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1727 // 2/0/0/2/2 2D combine blendsquare path
1728 memset(&m, 0, sizeof(m));
1729 m.tex[0] = R_GetTexture(normalmaptexture);
1730 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1731 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1732 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1733 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1734 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1735 R_Mesh_TextureState(&m);
1736 GL_ColorMask(0,0,0,1);
1737 // this squares the result
1738 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1739 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1740 GL_LockArrays(0, 0);
1742 // second and third pass
1743 R_Mesh_ResetTextureState();
1744 // square alpha in framebuffer a few times to make it shiny
1745 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1746 // these comments are a test run through this math for intensity 0.5
1747 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1748 // 0.25 * 0.25 = 0.0625 (this is another pass)
1749 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1750 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1751 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1752 GL_LockArrays(0, 0);
1755 memset(&m, 0, sizeof(m));
1756 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1757 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1758 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1759 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1760 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1761 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1762 R_Mesh_TextureState(&m);
1763 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1764 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1765 GL_LockArrays(0, 0);
1768 memset(&m, 0, sizeof(m));
1769 m.tex[0] = R_GetTexture(glosstexture);
1770 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1771 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1772 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1774 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1775 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1776 m.texmatrix[1] = r_shadow_entitytolight;
1778 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1780 // this final code is shared
1781 R_Mesh_TextureState(&m);
1782 R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1785 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1787 // ARB path (any Geforce, any Radeon)
1788 qboolean doambient = r_shadow_rtlight->ambientscale > 0;
1789 qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
1790 qboolean dospecular = specularscale > 0;
1791 if (!doambient && !dodiffuse && !dospecular)
1793 RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
1794 R_Mesh_ColorPointer(NULL);
1796 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
1798 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
1802 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
1804 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
1809 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
1811 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
1814 R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(numsurfaces, surfacelist, lightcolorbase, glosstexture, normalmaptexture, specularscale);
1817 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int numsurfaces, msurface_t **surfacelist, vec3_t diffusecolor2, vec3_t ambientcolor2)
1819 int surfacelistindex;
1821 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1823 const msurface_t *surface = surfacelist[surfacelistindex];
1824 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
1826 for (renders = 0;renders < 64;renders++)
1832 int newnumtriangles;
1834 int newelements[3072];
1838 newnumtriangles = 0;
1840 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1842 const msurface_t *surface = surfacelist[surfacelistindex];
1843 const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1845 // due to low fillrate on the cards this vertex lighting path is
1846 // designed for, we manually cull all triangles that do not
1847 // contain a lit vertex
1848 // this builds batches of triangles from multiple surfaces and
1849 // renders them at once
1850 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
1852 if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
1854 if (newnumtriangles)
1856 firstvertex = min(firstvertex, e[0]);
1857 lastvertex = max(lastvertex, e[0]);
1864 firstvertex = min(firstvertex, e[1]);
1865 lastvertex = max(lastvertex, e[1]);
1866 firstvertex = min(firstvertex, e[2]);
1867 lastvertex = max(lastvertex, e[2]);
1873 if (newnumtriangles >= 1024)
1875 GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
1876 R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
1877 newnumtriangles = 0;
1884 if (newnumtriangles >= 1)
1886 GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
1887 R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
1890 GL_LockArrays(0, 0);
1891 // if we couldn't find any lit triangles, exit early
1894 // now reduce the intensity for the next overbright pass
1895 // we have to clamp to 0 here incase the drivers have improper
1896 // handling of negative colors
1897 // (some old drivers even have improper handling of >1 color)
1899 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1903 const msurface_t *surface = surfacelist[surfacelistindex];
1904 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
1906 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
1908 c[0] = max(0, c[0] - 1);
1909 c[1] = max(0, c[1] - 1);
1910 c[2] = max(0, c[2] - 1);
1923 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1925 // OpenGL 1.1 path (anything)
1926 model_t *model = rsurface_entity->model;
1927 float ambientcolorbase[3], diffusecolorbase[3];
1928 float ambientcolorpants[3], diffusecolorpants[3];
1929 float ambientcolorshirt[3], diffusecolorshirt[3];
1931 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase);
1932 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase);
1933 VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants);
1934 VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants);
1935 VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
1936 VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
1937 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1938 R_Mesh_ColorPointer(rsurface_array_color4f);
1939 memset(&m, 0, sizeof(m));
1940 m.tex[0] = R_GetTexture(basetexture);
1941 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1942 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1943 if (r_textureunits.integer >= 2)
1946 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1947 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1948 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1949 if (r_textureunits.integer >= 3)
1951 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
1952 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1953 m.texmatrix[2] = r_shadow_entitytoattenuationz;
1954 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1957 R_Mesh_TextureState(&m);
1958 RSurf_PrepareVerticesForBatch(true, false, numsurfaces, surfacelist);
1959 R_Mesh_TexBind(0, R_GetTexture(basetexture));
1960 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorbase, ambientcolorbase);
1963 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
1964 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorpants, ambientcolorpants);
1968 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
1969 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorshirt, ambientcolorshirt);
1973 void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist)
1975 // FIXME: support MATERIALFLAG_NODEPTHTEST
1976 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
1977 // calculate colors to render this texture with
1978 lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha;
1979 lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha;
1980 lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha;
1981 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
1983 if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
1985 qglDisable(GL_CULL_FACE);CHECKGLERROR
1989 qglEnable(GL_CULL_FACE);CHECKGLERROR
1991 if (rsurface_texture->colormapping)
1993 qboolean dopants = rsurface_texture->skin.pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f);
1994 qboolean doshirt = rsurface_texture->skin.shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f);
1997 lightcolorpants[0] = lightcolorbase[0] * rsurface_entity->colormap_pantscolor[0];
1998 lightcolorpants[1] = lightcolorbase[1] * rsurface_entity->colormap_pantscolor[1];
1999 lightcolorpants[2] = lightcolorbase[2] * rsurface_entity->colormap_pantscolor[2];
2002 VectorClear(lightcolorpants);
2005 lightcolorshirt[0] = lightcolorbase[0] * rsurface_entity->colormap_shirtcolor[0];
2006 lightcolorshirt[1] = lightcolorbase[1] * rsurface_entity->colormap_shirtcolor[1];
2007 lightcolorshirt[2] = lightcolorbase[2] * rsurface_entity->colormap_shirtcolor[2];
2010 VectorClear(lightcolorshirt);
2011 switch (r_shadow_rendermode)
2013 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2014 R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2016 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2017 R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2019 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2020 R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2022 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2023 R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2026 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2032 switch (r_shadow_rendermode)
2034 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2035 R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2037 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2038 R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2040 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2041 R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2043 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2044 R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2047 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2053 void R_RTLight_Update(dlight_t *light, int isstatic)
2057 rtlight_t *rtlight = &light->rtlight;
2058 R_RTLight_Uncompile(rtlight);
2059 memset(rtlight, 0, sizeof(*rtlight));
2061 VectorCopy(light->origin, rtlight->shadoworigin);
2062 VectorCopy(light->color, rtlight->color);
2063 rtlight->radius = light->radius;
2064 //rtlight->cullradius = rtlight->radius;
2065 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2066 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2067 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2068 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2069 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2070 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2071 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2072 rtlight->cubemapname[0] = 0;
2073 if (light->cubemapname[0])
2074 strcpy(rtlight->cubemapname, light->cubemapname);
2075 else if (light->cubemapnum > 0)
2076 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2077 rtlight->shadow = light->shadow;
2078 rtlight->corona = light->corona;
2079 rtlight->style = light->style;
2080 rtlight->isstatic = isstatic;
2081 rtlight->coronasizescale = light->coronasizescale;
2082 rtlight->ambientscale = light->ambientscale;
2083 rtlight->diffusescale = light->diffusescale;
2084 rtlight->specularscale = light->specularscale;
2085 rtlight->flags = light->flags;
2086 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2087 // ConcatScale won't work here because this needs to scale rotate and
2088 // translate, not just rotate
2089 scale = 1.0f / rtlight->radius;
2090 for (k = 0;k < 3;k++)
2091 for (j = 0;j < 4;j++)
2092 rtlight->matrix_worldtolight.m[k][j] *= scale;
2095 // compiles rtlight geometry
2096 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2097 void R_RTLight_Compile(rtlight_t *rtlight)
2099 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2100 entity_render_t *ent = r_refdef.worldentity;
2101 model_t *model = r_refdef.worldmodel;
2102 unsigned char *data;
2104 // compile the light
2105 rtlight->compiled = true;
2106 rtlight->static_numleafs = 0;
2107 rtlight->static_numleafpvsbytes = 0;
2108 rtlight->static_leaflist = NULL;
2109 rtlight->static_leafpvs = NULL;
2110 rtlight->static_numsurfaces = 0;
2111 rtlight->static_surfacelist = NULL;
2112 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2113 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2114 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2115 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2116 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2117 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2119 if (model && model->GetLightInfo)
2121 // this variable must be set for the CompileShadowVolume code
2122 r_shadow_compilingrtlight = rtlight;
2123 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2124 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);
2125 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2126 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2127 rtlight->static_numleafs = numleafs;
2128 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2129 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2130 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2131 rtlight->static_numsurfaces = numsurfaces;
2132 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2134 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2135 if (numleafpvsbytes)
2136 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2138 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2139 if (model->CompileShadowVolume && rtlight->shadow)
2140 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2141 // now we're done compiling the rtlight
2142 r_shadow_compilingrtlight = NULL;
2146 // use smallest available cullradius - box radius or light radius
2147 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2148 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2152 if (rtlight->static_meshchain_shadow)
2155 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2158 shadowtris += mesh->numtriangles;
2162 if (developer.integer >= 10)
2163 Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2166 void R_RTLight_Uncompile(rtlight_t *rtlight)
2168 if (rtlight->compiled)
2170 if (rtlight->static_meshchain_shadow)
2171 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2172 rtlight->static_meshchain_shadow = NULL;
2173 // these allocations are grouped
2174 if (rtlight->static_leaflist)
2175 Mem_Free(rtlight->static_leaflist);
2176 rtlight->static_numleafs = 0;
2177 rtlight->static_numleafpvsbytes = 0;
2178 rtlight->static_leaflist = NULL;
2179 rtlight->static_leafpvs = NULL;
2180 rtlight->static_numsurfaces = 0;
2181 rtlight->static_surfacelist = NULL;
2182 rtlight->compiled = false;
2186 void R_Shadow_UncompileWorldLights(void)
2189 for (light = r_shadow_worldlightchain;light;light = light->next)
2190 R_RTLight_Uncompile(&light->rtlight);
2193 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2195 model_t *model = ent->model;
2196 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2197 vec_t relativeshadowradius;
2198 if (ent == r_refdef.worldentity)
2200 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2203 R_Mesh_Matrix(&ent->matrix);
2205 for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2207 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
2208 R_Mesh_VertexPointer(mesh->vertex3f);
2209 GL_LockArrays(0, mesh->numverts);
2210 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2212 // decrement stencil if backface is behind depthbuffer
2213 qglCullFace(GL_BACK);CHECKGLERROR // quake is backwards, this culls front faces
2214 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2215 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2216 // increment stencil if frontface is behind depthbuffer
2217 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
2218 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2220 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2221 GL_LockArrays(0, 0);
2225 else if (numsurfaces)
2227 R_Mesh_Matrix(&ent->matrix);
2228 model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2233 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2234 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2235 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2236 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2237 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2238 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2239 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2240 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2241 R_Mesh_Matrix(&ent->matrix);
2242 model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2246 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2248 // set up properties for rendering light onto this entity
2249 RSurf_ActiveEntity(ent, true, true);
2250 Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2251 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2252 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2253 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2254 if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2255 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2258 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2260 model_t *model = ent->model;
2261 if (!model->DrawLight)
2263 R_Shadow_SetupEntityLight(ent);
2264 if (ent == r_refdef.worldentity)
2265 model->DrawLight(ent, numsurfaces, surfacelist);
2267 model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist);
2270 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2274 int numleafs, numsurfaces;
2275 int *leaflist, *surfacelist;
2276 unsigned char *leafpvs;
2277 int numlightentities;
2278 int numshadowentities;
2279 entity_render_t *lightentities[MAX_EDICTS];
2280 entity_render_t *shadowentities[MAX_EDICTS];
2282 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2283 // skip lights that are basically invisible (color 0 0 0)
2284 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2287 // loading is done before visibility checks because loading should happen
2288 // all at once at the start of a level, not when it stalls gameplay.
2289 // (especially important to benchmarks)
2291 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2292 R_RTLight_Compile(rtlight);
2294 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2296 // look up the light style value at this time
2297 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2298 VectorScale(rtlight->color, f, rtlight->currentcolor);
2300 if (rtlight->selected)
2302 f = 2 + sin(realtime * M_PI * 4.0);
2303 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2307 // if lightstyle is currently off, don't draw the light
2308 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2311 // if the light box is offscreen, skip it
2312 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2315 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2317 // compiled light, world available and can receive realtime lighting
2318 // retrieve leaf information
2319 numleafs = rtlight->static_numleafs;
2320 leaflist = rtlight->static_leaflist;
2321 leafpvs = rtlight->static_leafpvs;
2322 numsurfaces = rtlight->static_numsurfaces;
2323 surfacelist = rtlight->static_surfacelist;
2325 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2327 // dynamic light, world available and can receive realtime lighting
2328 // calculate lit surfaces and leafs
2329 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2330 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, 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);
2331 leaflist = r_shadow_buffer_leaflist;
2332 leafpvs = r_shadow_buffer_leafpvs;
2333 surfacelist = r_shadow_buffer_surfacelist;
2334 // if the reduced leaf bounds are offscreen, skip it
2335 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2347 // check if light is illuminating any visible leafs
2350 for (i = 0;i < numleafs;i++)
2351 if (r_viewcache.world_leafvisible[leaflist[i]])
2356 // set up a scissor rectangle for this light
2357 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2360 // make a list of lit entities and shadow casting entities
2361 numlightentities = 0;
2362 numshadowentities = 0;
2363 // don't count the world unless some surfaces are actually lit
2366 lightentities[numlightentities++] = r_refdef.worldentity;
2367 shadowentities[numshadowentities++] = r_refdef.worldentity;
2369 // add dynamic entities that are lit by the light
2370 if (r_drawentities.integer)
2372 for (i = 0;i < r_refdef.numentities;i++)
2375 entity_render_t *ent = r_refdef.entities[i];
2376 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2377 && (model = ent->model)
2378 && !(ent->flags & RENDER_TRANSPARENT)
2379 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2381 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2382 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2383 shadowentities[numshadowentities++] = ent;
2384 if (r_viewcache.entityvisible[i] && (ent->flags & RENDER_LIGHT) && model->DrawLight)
2385 lightentities[numlightentities++] = ent;
2390 // return if there's nothing at all to light
2391 if (!numlightentities)
2394 // don't let sound skip if going slow
2395 if (r_refdef.extraupdate)
2398 // make this the active rtlight for rendering purposes
2399 R_Shadow_RenderMode_ActiveLight(rtlight);
2400 // count this light in the r_speeds
2401 r_refdef.stats.lights++;
2404 if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
2406 // draw stencil shadow volumes to mask off pixels that are in shadow
2407 // so that they won't receive lighting
2411 R_Shadow_RenderMode_StencilShadowVolumes();
2412 for (i = 0;i < numshadowentities;i++)
2413 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2416 // optionally draw visible shape of the shadow volumes
2417 // for performance analysis by level designers
2418 if (r_showshadowvolumes.integer)
2420 R_Shadow_RenderMode_VisibleShadowVolumes();
2421 for (i = 0;i < numshadowentities;i++)
2422 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2426 if (numlightentities)
2428 // draw lighting in the unmasked areas
2429 R_Shadow_RenderMode_Lighting(usestencil, false);
2430 for (i = 0;i < numlightentities;i++)
2431 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2433 // optionally draw the illuminated areas
2434 // for performance analysis by level designers
2435 if (r_showlighting.integer)
2437 R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
2438 for (i = 0;i < numlightentities;i++)
2439 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2444 void R_ShadowVolumeLighting(qboolean visible)
2449 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2450 R_Shadow_EditLights_Reload_f();
2452 R_Shadow_RenderMode_Begin();
2454 flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2455 if (r_shadow_debuglight.integer >= 0)
2457 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2458 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2459 R_DrawRTLight(&light->rtlight, visible);
2462 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2463 if (light->flags & flag)
2464 R_DrawRTLight(&light->rtlight, visible);
2465 if (r_refdef.rtdlight)
2466 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
2467 R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
2469 R_Shadow_RenderMode_End();
2472 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2473 typedef struct suffixinfo_s
2476 qboolean flipx, flipy, flipdiagonal;
2479 static suffixinfo_t suffix[3][6] =
2482 {"px", false, false, false},
2483 {"nx", false, false, false},
2484 {"py", false, false, false},
2485 {"ny", false, false, false},
2486 {"pz", false, false, false},
2487 {"nz", false, false, false}
2490 {"posx", false, false, false},
2491 {"negx", false, false, false},
2492 {"posy", false, false, false},
2493 {"negy", false, false, false},
2494 {"posz", false, false, false},
2495 {"negz", false, false, false}
2498 {"rt", true, false, true},
2499 {"lf", false, true, true},
2500 {"ft", true, true, false},
2501 {"bk", false, false, false},
2502 {"up", true, false, true},
2503 {"dn", true, false, true}
2507 static int componentorder[4] = {0, 1, 2, 3};
2509 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2511 int i, j, cubemapsize;
2512 unsigned char *cubemappixels, *image_rgba;
2513 rtexture_t *cubemaptexture;
2515 // must start 0 so the first loadimagepixels has no requested width/height
2517 cubemappixels = NULL;
2518 cubemaptexture = NULL;
2519 // keep trying different suffix groups (posx, px, rt) until one loads
2520 for (j = 0;j < 3 && !cubemappixels;j++)
2522 // load the 6 images in the suffix group
2523 for (i = 0;i < 6;i++)
2525 // generate an image name based on the base and and suffix
2526 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2528 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2530 // an image loaded, make sure width and height are equal
2531 if (image_width == image_height)
2533 // if this is the first image to load successfully, allocate the cubemap memory
2534 if (!cubemappixels && image_width >= 1)
2536 cubemapsize = image_width;
2537 // note this clears to black, so unavailable sides are black
2538 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2540 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2542 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2545 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2547 Mem_Free(image_rgba);
2551 // if a cubemap loaded, upload it
2554 if (!r_shadow_filters_texturepool)
2555 r_shadow_filters_texturepool = R_AllocTexturePool();
2556 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2557 Mem_Free(cubemappixels);
2561 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2562 for (j = 0;j < 3;j++)
2563 for (i = 0;i < 6;i++)
2564 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2565 Con_Print(" and was unable to find any of them.\n");
2567 return cubemaptexture;
2570 rtexture_t *R_Shadow_Cubemap(const char *basename)
2573 for (i = 0;i < numcubemaps;i++)
2574 if (!strcasecmp(cubemaps[i].basename, basename))
2575 return cubemaps[i].texture;
2576 if (i >= MAX_CUBEMAPS)
2577 return r_texture_whitecube;
2579 strcpy(cubemaps[i].basename, basename);
2580 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
2581 if (!cubemaps[i].texture)
2582 cubemaps[i].texture = r_texture_whitecube;
2583 return cubemaps[i].texture;
2586 void R_Shadow_FreeCubemaps(void)
2589 R_FreeTexturePool(&r_shadow_filters_texturepool);
2592 dlight_t *R_Shadow_NewWorldLight(void)
2595 light = (dlight_t *)Mem_Alloc(r_main_mempool, sizeof(dlight_t));
2596 light->next = r_shadow_worldlightchain;
2597 r_shadow_worldlightchain = light;
2601 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)
2603 VectorCopy(origin, light->origin);
2604 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
2605 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
2606 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
2607 light->color[0] = max(color[0], 0);
2608 light->color[1] = max(color[1], 0);
2609 light->color[2] = max(color[2], 0);
2610 light->radius = max(radius, 0);
2611 light->style = style;
2612 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
2614 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
2617 light->shadow = shadowenable;
2618 light->corona = corona;
2621 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
2622 light->coronasizescale = coronasizescale;
2623 light->ambientscale = ambientscale;
2624 light->diffusescale = diffusescale;
2625 light->specularscale = specularscale;
2626 light->flags = flags;
2627 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
2629 R_RTLight_Update(light, true);
2632 void R_Shadow_FreeWorldLight(dlight_t *light)
2634 dlight_t **lightpointer;
2635 R_RTLight_Uncompile(&light->rtlight);
2636 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
2637 if (*lightpointer != light)
2638 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
2639 *lightpointer = light->next;
2643 void R_Shadow_ClearWorldLights(void)
2645 while (r_shadow_worldlightchain)
2646 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
2647 r_shadow_selectedlight = NULL;
2648 R_Shadow_FreeCubemaps();
2651 void R_Shadow_SelectLight(dlight_t *light)
2653 if (r_shadow_selectedlight)
2654 r_shadow_selectedlight->selected = false;
2655 r_shadow_selectedlight = light;
2656 if (r_shadow_selectedlight)
2657 r_shadow_selectedlight->selected = true;
2660 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2662 // this is never batched (there can be only one)
2663 float scale = r_editlights_cursorgrid.value * 0.5f;
2664 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
2667 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2669 // this is never batched (due to the ent parameter changing every time)
2670 // so numsurfaces == 1 and surfacelist[0] == lightnumber
2672 const dlight_t *light = (dlight_t *)ent;
2674 if (light->selected)
2675 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
2678 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
2681 void R_Shadow_DrawLightSprites(void)
2686 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
2687 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 1+(i % 5), &light->rtlight);
2688 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
2691 void R_Shadow_SelectLightInView(void)
2693 float bestrating, rating, temp[3];
2694 dlight_t *best, *light;
2697 for (light = r_shadow_worldlightchain;light;light = light->next)
2699 VectorSubtract(light->origin, r_view.origin, temp);
2700 rating = (DotProduct(temp, r_view.forward) / sqrt(DotProduct(temp, temp)));
2703 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
2704 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_view.origin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
2706 bestrating = rating;
2711 R_Shadow_SelectLight(best);
2714 void R_Shadow_LoadWorldLights(void)
2716 int n, a, style, shadow, flags;
2717 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
2718 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
2719 if (r_refdef.worldmodel == NULL)
2721 Con_Print("No map loaded.\n");
2724 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2725 strlcat (name, ".rtlights", sizeof (name));
2726 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
2736 for (;COM_Parse(t, true) && strcmp(
2737 if (COM_Parse(t, true))
2739 if (com_token[0] == '!')
2742 origin[0] = atof(com_token+1);
2745 origin[0] = atof(com_token);
2750 while (*s && *s != '\n' && *s != '\r')
2756 // check for modifier flags
2763 a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &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);
2766 flags = LIGHTFLAG_REALTIMEMODE;
2774 coronasizescale = 0.25f;
2776 VectorClear(angles);
2779 if (a < 9 || !strcmp(cubemapname, "\"\""))
2781 // remove quotes on cubemapname
2782 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
2784 cubemapname[strlen(cubemapname)-1] = 0;
2785 strcpy(cubemapname, cubemapname + 1);
2789 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);
2792 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
2800 Con_Printf("invalid rtlights file \"%s\"\n", name);
2801 Mem_Free(lightsstring);
2805 void R_Shadow_SaveWorldLights(void)
2808 size_t bufchars, bufmaxchars;
2810 char name[MAX_QPATH];
2811 char line[MAX_INPUTLINE];
2812 if (!r_shadow_worldlightchain)
2814 if (r_refdef.worldmodel == NULL)
2816 Con_Print("No map loaded.\n");
2819 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2820 strlcat (name, ".rtlights", sizeof (name));
2821 bufchars = bufmaxchars = 0;
2823 for (light = r_shadow_worldlightchain;light;light = light->next)
2825 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
2826 sprintf(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);
2827 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
2828 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
2830 sprintf(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);
2831 if (bufchars + strlen(line) > bufmaxchars)
2833 bufmaxchars = bufchars + strlen(line) + 2048;
2835 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
2839 memcpy(buf, oldbuf, bufchars);
2845 memcpy(buf + bufchars, line, strlen(line));
2846 bufchars += strlen(line);
2850 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
2855 void R_Shadow_LoadLightsFile(void)
2858 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
2859 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
2860 if (r_refdef.worldmodel == NULL)
2862 Con_Print("No map loaded.\n");
2865 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2866 strlcat (name, ".lights", sizeof (name));
2867 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
2875 while (*s && *s != '\n' && *s != '\r')
2881 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);
2885 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);
2888 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
2889 radius = bound(15, radius, 4096);
2890 VectorScale(color, (2.0f / (8388608.0f)), color);
2891 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
2899 Con_Printf("invalid lights file \"%s\"\n", name);
2900 Mem_Free(lightsstring);
2904 // tyrlite/hmap2 light types in the delay field
2905 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
2907 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
2909 int entnum, style, islight, skin, pflags, effects, type, n;
2912 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
2913 char key[256], value[MAX_INPUTLINE];
2915 if (r_refdef.worldmodel == NULL)
2917 Con_Print("No map loaded.\n");
2920 // try to load a .ent file first
2921 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
2922 strlcat (key, ".ent", sizeof (key));
2923 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
2924 // and if that is not found, fall back to the bsp file entity string
2926 data = r_refdef.worldmodel->brush.entities;
2929 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
2931 type = LIGHTTYPE_MINUSX;
2932 origin[0] = origin[1] = origin[2] = 0;
2933 originhack[0] = originhack[1] = originhack[2] = 0;
2934 angles[0] = angles[1] = angles[2] = 0;
2935 color[0] = color[1] = color[2] = 1;
2936 light[0] = light[1] = light[2] = 1;light[3] = 300;
2937 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
2947 if (!COM_ParseToken(&data, false))
2949 if (com_token[0] == '}')
2950 break; // end of entity
2951 if (com_token[0] == '_')
2952 strcpy(key, com_token + 1);
2954 strcpy(key, com_token);
2955 while (key[strlen(key)-1] == ' ') // remove trailing spaces
2956 key[strlen(key)-1] = 0;
2957 if (!COM_ParseToken(&data, false))
2959 strcpy(value, com_token);
2961 // now that we have the key pair worked out...
2962 if (!strcmp("light", key))
2964 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
2968 light[0] = vec[0] * (1.0f / 256.0f);
2969 light[1] = vec[0] * (1.0f / 256.0f);
2970 light[2] = vec[0] * (1.0f / 256.0f);
2976 light[0] = vec[0] * (1.0f / 255.0f);
2977 light[1] = vec[1] * (1.0f / 255.0f);
2978 light[2] = vec[2] * (1.0f / 255.0f);
2982 else if (!strcmp("delay", key))
2984 else if (!strcmp("origin", key))
2985 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
2986 else if (!strcmp("angle", key))
2987 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
2988 else if (!strcmp("angles", key))
2989 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
2990 else if (!strcmp("color", key))
2991 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
2992 else if (!strcmp("wait", key))
2993 fadescale = atof(value);
2994 else if (!strcmp("classname", key))
2996 if (!strncmp(value, "light", 5))
2999 if (!strcmp(value, "light_fluoro"))
3004 overridecolor[0] = 1;
3005 overridecolor[1] = 1;
3006 overridecolor[2] = 1;
3008 if (!strcmp(value, "light_fluorospark"))
3013 overridecolor[0] = 1;
3014 overridecolor[1] = 1;
3015 overridecolor[2] = 1;
3017 if (!strcmp(value, "light_globe"))
3022 overridecolor[0] = 1;
3023 overridecolor[1] = 0.8;
3024 overridecolor[2] = 0.4;
3026 if (!strcmp(value, "light_flame_large_yellow"))
3031 overridecolor[0] = 1;
3032 overridecolor[1] = 0.5;
3033 overridecolor[2] = 0.1;
3035 if (!strcmp(value, "light_flame_small_yellow"))
3040 overridecolor[0] = 1;
3041 overridecolor[1] = 0.5;
3042 overridecolor[2] = 0.1;
3044 if (!strcmp(value, "light_torch_small_white"))
3049 overridecolor[0] = 1;
3050 overridecolor[1] = 0.5;
3051 overridecolor[2] = 0.1;
3053 if (!strcmp(value, "light_torch_small_walltorch"))
3058 overridecolor[0] = 1;
3059 overridecolor[1] = 0.5;
3060 overridecolor[2] = 0.1;
3064 else if (!strcmp("style", key))
3065 style = atoi(value);
3066 else if (!strcmp("skin", key))
3067 skin = (int)atof(value);
3068 else if (!strcmp("pflags", key))
3069 pflags = (int)atof(value);
3070 else if (!strcmp("effects", key))
3071 effects = (int)atof(value);
3072 else if (r_refdef.worldmodel->type == mod_brushq3)
3074 if (!strcmp("scale", key))
3075 lightscale = atof(value);
3076 if (!strcmp("fade", key))
3077 fadescale = atof(value);
3082 if (lightscale <= 0)
3086 if (color[0] == color[1] && color[0] == color[2])
3088 color[0] *= overridecolor[0];
3089 color[1] *= overridecolor[1];
3090 color[2] *= overridecolor[2];
3092 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3093 color[0] = color[0] * light[0];
3094 color[1] = color[1] * light[1];
3095 color[2] = color[2] * light[2];
3098 case LIGHTTYPE_MINUSX:
3100 case LIGHTTYPE_RECIPX:
3102 VectorScale(color, (1.0f / 16.0f), color);
3104 case LIGHTTYPE_RECIPXX:
3106 VectorScale(color, (1.0f / 16.0f), color);
3109 case LIGHTTYPE_NONE:
3113 case LIGHTTYPE_MINUSXX:
3116 VectorAdd(origin, originhack, origin);
3118 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);
3121 Mem_Free(entfiledata);
3125 void R_Shadow_SetCursorLocationForView(void)
3128 vec3_t dest, endpos;
3130 VectorMA(r_view.origin, r_editlights_cursordistance.value, r_view.forward, dest);
3131 trace = CL_TraceBox(r_view.origin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3132 if (trace.fraction < 1)
3134 dist = trace.fraction * r_editlights_cursordistance.value;
3135 push = r_editlights_cursorpushback.value;
3139 VectorMA(trace.endpos, push, r_view.forward, endpos);
3140 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3144 VectorClear( endpos );
3146 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3147 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3148 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3151 void R_Shadow_UpdateWorldLightSelection(void)
3153 if (r_editlights.integer)
3155 R_Shadow_SetCursorLocationForView();
3156 R_Shadow_SelectLightInView();
3157 R_Shadow_DrawLightSprites();
3160 R_Shadow_SelectLight(NULL);
3163 void R_Shadow_EditLights_Clear_f(void)
3165 R_Shadow_ClearWorldLights();
3168 void R_Shadow_EditLights_Reload_f(void)
3170 if (!r_refdef.worldmodel)
3172 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3173 R_Shadow_ClearWorldLights();
3174 R_Shadow_LoadWorldLights();
3175 if (r_shadow_worldlightchain == NULL)
3177 R_Shadow_LoadLightsFile();
3178 if (r_shadow_worldlightchain == NULL)
3179 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3183 void R_Shadow_EditLights_Save_f(void)
3185 if (!r_refdef.worldmodel)
3187 R_Shadow_SaveWorldLights();
3190 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3192 R_Shadow_ClearWorldLights();
3193 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3196 void R_Shadow_EditLights_ImportLightsFile_f(void)
3198 R_Shadow_ClearWorldLights();
3199 R_Shadow_LoadLightsFile();
3202 void R_Shadow_EditLights_Spawn_f(void)
3205 if (!r_editlights.integer)
3207 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3210 if (Cmd_Argc() != 1)
3212 Con_Print("r_editlights_spawn does not take parameters\n");
3215 color[0] = color[1] = color[2] = 1;
3216 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3219 void R_Shadow_EditLights_Edit_f(void)
3221 vec3_t origin, angles, color;
3222 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3223 int style, shadows, flags, normalmode, realtimemode;
3224 char cubemapname[MAX_INPUTLINE];
3225 if (!r_editlights.integer)
3227 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3230 if (!r_shadow_selectedlight)
3232 Con_Print("No selected light.\n");
3235 VectorCopy(r_shadow_selectedlight->origin, origin);
3236 VectorCopy(r_shadow_selectedlight->angles, angles);
3237 VectorCopy(r_shadow_selectedlight->color, color);
3238 radius = r_shadow_selectedlight->radius;
3239 style = r_shadow_selectedlight->style;
3240 if (r_shadow_selectedlight->cubemapname)
3241 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3244 shadows = r_shadow_selectedlight->shadow;
3245 corona = r_shadow_selectedlight->corona;
3246 coronasizescale = r_shadow_selectedlight->coronasizescale;
3247 ambientscale = r_shadow_selectedlight->ambientscale;
3248 diffusescale = r_shadow_selectedlight->diffusescale;
3249 specularscale = r_shadow_selectedlight->specularscale;
3250 flags = r_shadow_selectedlight->flags;
3251 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3252 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3253 if (!strcmp(Cmd_Argv(1), "origin"))
3255 if (Cmd_Argc() != 5)
3257 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3260 origin[0] = atof(Cmd_Argv(2));
3261 origin[1] = atof(Cmd_Argv(3));
3262 origin[2] = atof(Cmd_Argv(4));
3264 else if (!strcmp(Cmd_Argv(1), "originx"))
3266 if (Cmd_Argc() != 3)
3268 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3271 origin[0] = atof(Cmd_Argv(2));
3273 else if (!strcmp(Cmd_Argv(1), "originy"))
3275 if (Cmd_Argc() != 3)
3277 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3280 origin[1] = atof(Cmd_Argv(2));
3282 else if (!strcmp(Cmd_Argv(1), "originz"))
3284 if (Cmd_Argc() != 3)
3286 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3289 origin[2] = atof(Cmd_Argv(2));
3291 else if (!strcmp(Cmd_Argv(1), "move"))
3293 if (Cmd_Argc() != 5)
3295 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3298 origin[0] += atof(Cmd_Argv(2));
3299 origin[1] += atof(Cmd_Argv(3));
3300 origin[2] += atof(Cmd_Argv(4));
3302 else if (!strcmp(Cmd_Argv(1), "movex"))
3304 if (Cmd_Argc() != 3)
3306 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3309 origin[0] += atof(Cmd_Argv(2));
3311 else if (!strcmp(Cmd_Argv(1), "movey"))
3313 if (Cmd_Argc() != 3)
3315 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3318 origin[1] += atof(Cmd_Argv(2));
3320 else if (!strcmp(Cmd_Argv(1), "movez"))
3322 if (Cmd_Argc() != 3)
3324 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3327 origin[2] += atof(Cmd_Argv(2));
3329 else if (!strcmp(Cmd_Argv(1), "angles"))
3331 if (Cmd_Argc() != 5)
3333 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3336 angles[0] = atof(Cmd_Argv(2));
3337 angles[1] = atof(Cmd_Argv(3));
3338 angles[2] = atof(Cmd_Argv(4));
3340 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3342 if (Cmd_Argc() != 3)
3344 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3347 angles[0] = atof(Cmd_Argv(2));
3349 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3351 if (Cmd_Argc() != 3)
3353 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3356 angles[1] = atof(Cmd_Argv(2));
3358 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3360 if (Cmd_Argc() != 3)
3362 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3365 angles[2] = atof(Cmd_Argv(2));
3367 else if (!strcmp(Cmd_Argv(1), "color"))
3369 if (Cmd_Argc() != 5)
3371 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3374 color[0] = atof(Cmd_Argv(2));
3375 color[1] = atof(Cmd_Argv(3));
3376 color[2] = atof(Cmd_Argv(4));
3378 else if (!strcmp(Cmd_Argv(1), "radius"))
3380 if (Cmd_Argc() != 3)
3382 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3385 radius = atof(Cmd_Argv(2));
3387 else if (!strcmp(Cmd_Argv(1), "colorscale"))
3389 if (Cmd_Argc() == 3)
3391 double scale = atof(Cmd_Argv(2));
3398 if (Cmd_Argc() != 5)
3400 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
3403 color[0] *= atof(Cmd_Argv(2));
3404 color[1] *= atof(Cmd_Argv(3));
3405 color[2] *= atof(Cmd_Argv(4));
3408 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3410 if (Cmd_Argc() != 3)
3412 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3415 radius *= atof(Cmd_Argv(2));
3417 else if (!strcmp(Cmd_Argv(1), "style"))
3419 if (Cmd_Argc() != 3)
3421 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3424 style = atoi(Cmd_Argv(2));
3426 else if (!strcmp(Cmd_Argv(1), "cubemap"))
3430 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3433 if (Cmd_Argc() == 3)
3434 strcpy(cubemapname, Cmd_Argv(2));
3438 else if (!strcmp(Cmd_Argv(1), "shadows"))
3440 if (Cmd_Argc() != 3)
3442 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3445 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3447 else if (!strcmp(Cmd_Argv(1), "corona"))
3449 if (Cmd_Argc() != 3)
3451 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3454 corona = atof(Cmd_Argv(2));
3456 else if (!strcmp(Cmd_Argv(1), "coronasize"))
3458 if (Cmd_Argc() != 3)
3460 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3463 coronasizescale = atof(Cmd_Argv(2));
3465 else if (!strcmp(Cmd_Argv(1), "ambient"))
3467 if (Cmd_Argc() != 3)
3469 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3472 ambientscale = atof(Cmd_Argv(2));
3474 else if (!strcmp(Cmd_Argv(1), "diffuse"))
3476 if (Cmd_Argc() != 3)
3478 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3481 diffusescale = atof(Cmd_Argv(2));
3483 else if (!strcmp(Cmd_Argv(1), "specular"))
3485 if (Cmd_Argc() != 3)
3487 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3490 specularscale = atof(Cmd_Argv(2));
3492 else if (!strcmp(Cmd_Argv(1), "normalmode"))
3494 if (Cmd_Argc() != 3)
3496 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3499 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3501 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3503 if (Cmd_Argc() != 3)
3505 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3508 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3512 Con_Print("usage: r_editlights_edit [property] [value]\n");
3513 Con_Print("Selected light's properties:\n");
3514 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3515 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3516 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3517 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
3518 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
3519 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
3520 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3521 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
3522 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
3523 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
3524 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
3525 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
3526 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
3527 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
3530 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
3531 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3534 void R_Shadow_EditLights_EditAll_f(void)
3538 if (!r_editlights.integer)
3540 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
3544 for (light = r_shadow_worldlightchain;light;light = light->next)
3546 R_Shadow_SelectLight(light);
3547 R_Shadow_EditLights_Edit_f();
3551 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
3553 int lightnumber, lightcount;
3557 if (!r_editlights.integer)
3563 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
3564 if (light == r_shadow_selectedlight)
3565 lightnumber = lightcount;
3566 sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3567 if (r_shadow_selectedlight == NULL)
3569 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3570 sprintf(temp, "Origin : %f %f %f\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);y += 8;
3571 sprintf(temp, "Angles : %f %f %f\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);y += 8;
3572 sprintf(temp, "Color : %f %f %f\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);y += 8;
3573 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3574 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3575 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3576 sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3577 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3578 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3579 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3580 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3581 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3582 sprintf(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);y += 8;
3583 sprintf(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);y += 8;
3586 void R_Shadow_EditLights_ToggleShadow_f(void)
3588 if (!r_editlights.integer)
3590 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3593 if (!r_shadow_selectedlight)
3595 Con_Print("No selected light.\n");
3598 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);
3601 void R_Shadow_EditLights_ToggleCorona_f(void)
3603 if (!r_editlights.integer)
3605 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3608 if (!r_shadow_selectedlight)
3610 Con_Print("No selected light.\n");
3613 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);
3616 void R_Shadow_EditLights_Remove_f(void)
3618 if (!r_editlights.integer)
3620 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
3623 if (!r_shadow_selectedlight)
3625 Con_Print("No selected light.\n");
3628 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
3629 r_shadow_selectedlight = NULL;
3632 void R_Shadow_EditLights_Help_f(void)
3635 "Documentation on r_editlights system:\n"
3637 "r_editlights : enable/disable editing mode\n"
3638 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
3639 "r_editlights_cursorpushback : push back cursor this far from surface\n"
3640 "r_editlights_cursorpushoff : push cursor off surface this far\n"
3641 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
3642 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
3644 "r_editlights_help : this help\n"
3645 "r_editlights_clear : remove all lights\n"
3646 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
3647 "r_editlights_save : save to .rtlights file\n"
3648 "r_editlights_spawn : create a light with default settings\n"
3649 "r_editlights_edit command : edit selected light - more documentation below\n"
3650 "r_editlights_remove : remove selected light\n"
3651 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
3652 "r_editlights_importlightentitiesfrommap : reload light entities\n"
3653 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
3655 "origin x y z : set light location\n"
3656 "originx x: set x component of light location\n"
3657 "originy y: set y component of light location\n"
3658 "originz z: set z component of light location\n"
3659 "move x y z : adjust light location\n"
3660 "movex x: adjust x component of light location\n"
3661 "movey y: adjust y component of light location\n"
3662 "movez z: adjust z component of light location\n"
3663 "angles x y z : set light angles\n"
3664 "anglesx x: set x component of light angles\n"
3665 "anglesy y: set y component of light angles\n"
3666 "anglesz z: set z component of light angles\n"
3667 "color r g b : set color of light (can be brighter than 1 1 1)\n"
3668 "radius radius : set radius (size) of light\n"
3669 "colorscale grey : multiply color of light (1 does nothing)\n"
3670 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
3671 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
3672 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
3673 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
3674 "cubemap basename : set filter cubemap of light (not yet supported)\n"
3675 "shadows 1/0 : turn on/off shadows\n"
3676 "corona n : set corona intensity\n"
3677 "coronasize n : set corona size (0-1)\n"
3678 "ambient n : set ambient intensity (0-1)\n"
3679 "diffuse n : set diffuse intensity (0-1)\n"
3680 "specular n : set specular intensity (0-1)\n"
3681 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
3682 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
3683 "<nothing> : print light properties to console\n"
3687 void R_Shadow_EditLights_CopyInfo_f(void)
3689 if (!r_editlights.integer)
3691 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
3694 if (!r_shadow_selectedlight)
3696 Con_Print("No selected light.\n");
3699 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
3700 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
3701 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
3702 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
3703 if (r_shadow_selectedlight->cubemapname)
3704 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
3706 r_shadow_bufferlight.cubemapname[0] = 0;
3707 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
3708 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
3709 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
3710 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
3711 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
3712 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
3713 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
3716 void R_Shadow_EditLights_PasteInfo_f(void)
3718 if (!r_editlights.integer)
3720 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
3723 if (!r_shadow_selectedlight)
3725 Con_Print("No selected light.\n");
3728 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);
3731 void R_Shadow_EditLights_Init(void)
3733 Cvar_RegisterVariable(&r_editlights);
3734 Cvar_RegisterVariable(&r_editlights_cursordistance);
3735 Cvar_RegisterVariable(&r_editlights_cursorpushback);
3736 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
3737 Cvar_RegisterVariable(&r_editlights_cursorgrid);
3738 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
3739 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
3740 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
3741 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)");
3742 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
3743 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
3744 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
3745 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)");
3746 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
3747 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
3748 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
3749 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
3750 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
3751 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
3752 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)");