3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_ZPASS_STENCIL,
149 R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
150 R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
151 R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
152 R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
153 R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
154 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
155 R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
156 R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
157 R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
158 R_SHADOW_RENDERMODE_LIGHT_GLSL,
159 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
160 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
161 R_SHADOW_RENDERMODE_SHADOWMAP2D,
162 R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
163 R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
165 r_shadow_rendermode_t;
167 typedef enum r_shadow_shadowmode_e
169 R_SHADOW_SHADOWMODE_STENCIL,
170 R_SHADOW_SHADOWMODE_SHADOWMAP2D,
171 R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
172 R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
174 r_shadow_shadowmode_t;
176 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
177 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
178 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
179 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
180 qboolean r_shadow_usingshadowmaprect;
181 qboolean r_shadow_usingshadowmap2d;
182 qboolean r_shadow_usingshadowmapcube;
183 int r_shadow_shadowmapside;
184 float r_shadow_shadowmap_texturescale[2];
185 float r_shadow_shadowmap_parameters[4];
187 int r_shadow_drawbuffer;
188 int r_shadow_readbuffer;
190 int r_shadow_cullface_front, r_shadow_cullface_back;
191 GLuint r_shadow_fborectangle;
192 GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
193 GLuint r_shadow_fbo2d;
194 r_shadow_shadowmode_t r_shadow_shadowmode;
195 int r_shadow_shadowmapfilterquality;
196 int r_shadow_shadowmaptexturetype;
197 int r_shadow_shadowmapdepthbits;
198 int r_shadow_shadowmapmaxsize;
199 qboolean r_shadow_shadowmapvsdct;
200 qboolean r_shadow_shadowmapsampler;
201 int r_shadow_shadowmappcf;
202 int r_shadow_shadowmapborder;
203 int r_shadow_lightscissor[4];
204 qboolean r_shadow_usingdeferredprepass;
206 int maxshadowtriangles;
209 int maxshadowvertices;
210 float *shadowvertex3f;
220 unsigned char *shadowsides;
221 int *shadowsideslist;
228 int r_shadow_buffer_numleafpvsbytes;
229 unsigned char *r_shadow_buffer_visitingleafpvs;
230 unsigned char *r_shadow_buffer_leafpvs;
231 int *r_shadow_buffer_leaflist;
233 int r_shadow_buffer_numsurfacepvsbytes;
234 unsigned char *r_shadow_buffer_surfacepvs;
235 int *r_shadow_buffer_surfacelist;
236 unsigned char *r_shadow_buffer_surfacesides;
238 int r_shadow_buffer_numshadowtrispvsbytes;
239 unsigned char *r_shadow_buffer_shadowtrispvs;
240 int r_shadow_buffer_numlighttrispvsbytes;
241 unsigned char *r_shadow_buffer_lighttrispvs;
243 rtexturepool_t *r_shadow_texturepool;
244 rtexture_t *r_shadow_attenuationgradienttexture;
245 rtexture_t *r_shadow_attenuation2dtexture;
246 rtexture_t *r_shadow_attenuation3dtexture;
247 skinframe_t *r_shadow_lightcorona;
248 rtexture_t *r_shadow_shadowmaprectangletexture;
249 rtexture_t *r_shadow_shadowmap2dtexture;
250 rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
251 rtexture_t *r_shadow_shadowmapvsdcttexture;
252 int r_shadow_shadowmapsize; // changes for each light based on distance
253 int r_shadow_shadowmaplod; // changes for each light based on distance
255 GLuint r_shadow_prepassgeometryfbo;
256 GLuint r_shadow_prepasslightingfbo;
257 int r_shadow_prepass_width;
258 int r_shadow_prepass_height;
259 rtexture_t *r_shadow_prepassgeometrydepthtexture;
260 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
261 rtexture_t *r_shadow_prepasslightingdiffusetexture;
262 rtexture_t *r_shadow_prepasslightingspeculartexture;
264 // lights are reloaded when this changes
265 char r_shadow_mapname[MAX_QPATH];
267 // used only for light filters (cubemaps)
268 rtexturepool_t *r_shadow_filters_texturepool;
270 static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
272 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
273 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
274 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
275 cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
276 cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
277 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
278 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
279 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)"};
280 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
281 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
282 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
283 cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
284 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
285 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
286 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
287 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
288 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
289 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
290 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
291 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
292 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
293 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
294 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
295 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)"};
296 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"};
297 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
298 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
299 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"};
300 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
301 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
302 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)"};
303 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
304 cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
305 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
306 cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
307 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
308 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
309 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
310 cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
311 //cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
312 //cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
313 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
314 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
315 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
316 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
317 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
318 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
319 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
320 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
321 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
322 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
323 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
324 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
325 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
326 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
327 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
328 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
329 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
330 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
331 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
332 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
334 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
335 #define ATTENTABLESIZE 256
336 // 1D gradient, 2D circle and 3D sphere attenuation textures
337 #define ATTEN1DSIZE 32
338 #define ATTEN2DSIZE 64
339 #define ATTEN3DSIZE 32
341 static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
342 static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
343 static float r_shadow_attentable[ATTENTABLESIZE+1];
345 rtlight_t *r_shadow_compilingrtlight;
346 static memexpandablearray_t r_shadow_worldlightsarray;
347 dlight_t *r_shadow_selectedlight;
348 dlight_t r_shadow_bufferlight;
349 vec3_t r_editlights_cursorlocation;
351 extern int con_vislines;
353 typedef struct cubemapinfo_s
360 static int numcubemaps;
361 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
363 void R_Shadow_UncompileWorldLights(void);
364 void R_Shadow_ClearWorldLights(void);
365 void R_Shadow_SaveWorldLights(void);
366 void R_Shadow_LoadWorldLights(void);
367 void R_Shadow_LoadLightsFile(void);
368 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
369 void R_Shadow_EditLights_Reload_f(void);
370 void R_Shadow_ValidateCvars(void);
371 static void R_Shadow_MakeTextures(void);
373 #define EDLIGHTSPRSIZE 8
374 skinframe_t *r_editlights_sprcursor;
375 skinframe_t *r_editlights_sprlight;
376 skinframe_t *r_editlights_sprnoshadowlight;
377 skinframe_t *r_editlights_sprcubemaplight;
378 skinframe_t *r_editlights_sprcubemapnoshadowlight;
379 skinframe_t *r_editlights_sprselection;
381 void R_Shadow_SetShadowMode(void)
383 r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
384 r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
385 r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
386 r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
387 r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
388 r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
389 r_shadow_shadowmaplod = -1;
390 r_shadow_shadowmapsize = 0;
391 r_shadow_shadowmapsampler = false;
392 r_shadow_shadowmappcf = 0;
393 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
394 switch(vid.renderpath)
396 case RENDERPATH_GL20:
397 case RENDERPATH_CGGL:
398 if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
400 if(r_shadow_shadowmapfilterquality < 0)
402 if(strstr(gl_vendor, "NVIDIA"))
404 r_shadow_shadowmapsampler = vid.support.arb_shadow;
405 r_shadow_shadowmappcf = 1;
407 else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
408 r_shadow_shadowmappcf = 1;
409 else if(strstr(gl_vendor, "ATI"))
410 r_shadow_shadowmappcf = 1;
412 r_shadow_shadowmapsampler = vid.support.arb_shadow;
416 switch (r_shadow_shadowmapfilterquality)
419 r_shadow_shadowmapsampler = vid.support.arb_shadow;
422 r_shadow_shadowmapsampler = vid.support.arb_shadow;
423 r_shadow_shadowmappcf = 1;
426 r_shadow_shadowmappcf = 1;
429 r_shadow_shadowmappcf = 2;
433 switch (r_shadow_shadowmaptexturetype)
436 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
439 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
442 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
445 if((vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
446 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
447 else if(vid.support.arb_texture_rectangle)
448 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
450 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
455 case RENDERPATH_GL13:
457 case RENDERPATH_GL11:
462 void R_Shadow_FreeShadowMaps(void)
466 R_Shadow_SetShadowMode();
468 if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
473 if (r_shadow_fborectangle)
474 qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
475 r_shadow_fborectangle = 0;
478 qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
480 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
481 if (r_shadow_fbocubeside[i])
482 qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
483 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
485 if (r_shadow_shadowmaprectangletexture)
486 R_FreeTexture(r_shadow_shadowmaprectangletexture);
487 r_shadow_shadowmaprectangletexture = NULL;
489 if (r_shadow_shadowmap2dtexture)
490 R_FreeTexture(r_shadow_shadowmap2dtexture);
491 r_shadow_shadowmap2dtexture = NULL;
493 for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
494 if (r_shadow_shadowmapcubetexture[i])
495 R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
496 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
498 if (r_shadow_shadowmapvsdcttexture)
499 R_FreeTexture(r_shadow_shadowmapvsdcttexture);
500 r_shadow_shadowmapvsdcttexture = NULL;
505 void r_shadow_start(void)
507 // allocate vertex processing arrays
509 r_shadow_attenuationgradienttexture = NULL;
510 r_shadow_attenuation2dtexture = NULL;
511 r_shadow_attenuation3dtexture = NULL;
512 r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
513 r_shadow_shadowmaprectangletexture = NULL;
514 r_shadow_shadowmap2dtexture = NULL;
515 memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
516 r_shadow_shadowmapvsdcttexture = NULL;
517 r_shadow_shadowmapmaxsize = 0;
518 r_shadow_shadowmapsize = 0;
519 r_shadow_shadowmaplod = 0;
520 r_shadow_shadowmapfilterquality = -1;
521 r_shadow_shadowmaptexturetype = -1;
522 r_shadow_shadowmapdepthbits = 0;
523 r_shadow_shadowmapvsdct = false;
524 r_shadow_shadowmapsampler = false;
525 r_shadow_shadowmappcf = 0;
526 r_shadow_fborectangle = 0;
528 memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
530 R_Shadow_FreeShadowMaps();
532 r_shadow_texturepool = NULL;
533 r_shadow_filters_texturepool = NULL;
534 R_Shadow_ValidateCvars();
535 R_Shadow_MakeTextures();
536 maxshadowtriangles = 0;
537 shadowelements = NULL;
538 maxshadowvertices = 0;
539 shadowvertex3f = NULL;
547 shadowmarklist = NULL;
552 shadowsideslist = NULL;
553 r_shadow_buffer_numleafpvsbytes = 0;
554 r_shadow_buffer_visitingleafpvs = NULL;
555 r_shadow_buffer_leafpvs = NULL;
556 r_shadow_buffer_leaflist = NULL;
557 r_shadow_buffer_numsurfacepvsbytes = 0;
558 r_shadow_buffer_surfacepvs = NULL;
559 r_shadow_buffer_surfacelist = NULL;
560 r_shadow_buffer_surfacesides = NULL;
561 r_shadow_buffer_numshadowtrispvsbytes = 0;
562 r_shadow_buffer_shadowtrispvs = NULL;
563 r_shadow_buffer_numlighttrispvsbytes = 0;
564 r_shadow_buffer_lighttrispvs = NULL;
566 r_shadow_usingdeferredprepass = false;
567 r_shadow_prepass_width = r_shadow_prepass_height = 0;
570 static void R_Shadow_FreeDeferred(void);
571 void r_shadow_shutdown(void)
574 R_Shadow_UncompileWorldLights();
576 R_Shadow_FreeShadowMaps();
578 r_shadow_usingdeferredprepass = false;
579 if (r_shadow_prepass_width)
580 R_Shadow_FreeDeferred();
581 r_shadow_prepass_width = r_shadow_prepass_height = 0;
585 r_shadow_attenuationgradienttexture = NULL;
586 r_shadow_attenuation2dtexture = NULL;
587 r_shadow_attenuation3dtexture = NULL;
588 R_FreeTexturePool(&r_shadow_texturepool);
589 R_FreeTexturePool(&r_shadow_filters_texturepool);
590 maxshadowtriangles = 0;
592 Mem_Free(shadowelements);
593 shadowelements = NULL;
595 Mem_Free(shadowvertex3f);
596 shadowvertex3f = NULL;
599 Mem_Free(vertexupdate);
602 Mem_Free(vertexremap);
608 Mem_Free(shadowmark);
611 Mem_Free(shadowmarklist);
612 shadowmarklist = NULL;
617 Mem_Free(shadowsides);
620 Mem_Free(shadowsideslist);
621 shadowsideslist = NULL;
622 r_shadow_buffer_numleafpvsbytes = 0;
623 if (r_shadow_buffer_visitingleafpvs)
624 Mem_Free(r_shadow_buffer_visitingleafpvs);
625 r_shadow_buffer_visitingleafpvs = NULL;
626 if (r_shadow_buffer_leafpvs)
627 Mem_Free(r_shadow_buffer_leafpvs);
628 r_shadow_buffer_leafpvs = NULL;
629 if (r_shadow_buffer_leaflist)
630 Mem_Free(r_shadow_buffer_leaflist);
631 r_shadow_buffer_leaflist = NULL;
632 r_shadow_buffer_numsurfacepvsbytes = 0;
633 if (r_shadow_buffer_surfacepvs)
634 Mem_Free(r_shadow_buffer_surfacepvs);
635 r_shadow_buffer_surfacepvs = NULL;
636 if (r_shadow_buffer_surfacelist)
637 Mem_Free(r_shadow_buffer_surfacelist);
638 r_shadow_buffer_surfacelist = NULL;
639 if (r_shadow_buffer_surfacesides)
640 Mem_Free(r_shadow_buffer_surfacesides);
641 r_shadow_buffer_surfacesides = NULL;
642 r_shadow_buffer_numshadowtrispvsbytes = 0;
643 if (r_shadow_buffer_shadowtrispvs)
644 Mem_Free(r_shadow_buffer_shadowtrispvs);
645 r_shadow_buffer_numlighttrispvsbytes = 0;
646 if (r_shadow_buffer_lighttrispvs)
647 Mem_Free(r_shadow_buffer_lighttrispvs);
650 void r_shadow_newmap(void)
652 if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
653 if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
654 if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
655 if (r_editlights_sprnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
656 if (r_editlights_sprcubemaplight) R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
657 if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
658 if (r_editlights_sprselection) R_SkinFrame_MarkUsed(r_editlights_sprselection);
659 if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
660 R_Shadow_EditLights_Reload_f();
663 void R_Shadow_Init(void)
665 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
666 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
667 Cvar_RegisterVariable(&r_shadow_usenormalmap);
668 Cvar_RegisterVariable(&r_shadow_debuglight);
669 Cvar_RegisterVariable(&r_shadow_deferred);
670 Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
671 // Cvar_RegisterVariable(&r_shadow_deferred_fp);
672 Cvar_RegisterVariable(&r_shadow_gloss);
673 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
674 Cvar_RegisterVariable(&r_shadow_glossintensity);
675 Cvar_RegisterVariable(&r_shadow_glossexponent);
676 Cvar_RegisterVariable(&r_shadow_gloss2exponent);
677 Cvar_RegisterVariable(&r_shadow_glossexact);
678 Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
679 Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
680 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
681 Cvar_RegisterVariable(&r_shadow_lightradiusscale);
682 Cvar_RegisterVariable(&r_shadow_projectdistance);
683 Cvar_RegisterVariable(&r_shadow_frontsidecasting);
684 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
685 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
686 Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
687 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
688 Cvar_RegisterVariable(&r_shadow_realtime_world);
689 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
690 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
691 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
692 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
693 Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
694 Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
695 Cvar_RegisterVariable(&r_shadow_scissor);
696 Cvar_RegisterVariable(&r_shadow_shadowmapping);
697 Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
698 Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
699 Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
700 Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
701 Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
702 Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
703 Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
704 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
705 // Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
706 Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
707 Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
708 Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
709 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
710 Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
711 Cvar_RegisterVariable(&r_shadow_polygonfactor);
712 Cvar_RegisterVariable(&r_shadow_polygonoffset);
713 Cvar_RegisterVariable(&r_shadow_texture3d);
714 Cvar_RegisterVariable(&r_coronas);
715 Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
716 Cvar_RegisterVariable(&r_coronas_occlusionquery);
717 Cvar_RegisterVariable(&gl_flashblend);
718 Cvar_RegisterVariable(&gl_ext_separatestencil);
719 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
720 if (gamemode == GAME_TENEBRAE)
722 Cvar_SetValue("r_shadow_gloss", 2);
723 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
725 R_Shadow_EditLights_Init();
726 Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
727 maxshadowtriangles = 0;
728 shadowelements = NULL;
729 maxshadowvertices = 0;
730 shadowvertex3f = NULL;
738 shadowmarklist = NULL;
743 shadowsideslist = NULL;
744 r_shadow_buffer_numleafpvsbytes = 0;
745 r_shadow_buffer_visitingleafpvs = NULL;
746 r_shadow_buffer_leafpvs = NULL;
747 r_shadow_buffer_leaflist = NULL;
748 r_shadow_buffer_numsurfacepvsbytes = 0;
749 r_shadow_buffer_surfacepvs = NULL;
750 r_shadow_buffer_surfacelist = NULL;
751 r_shadow_buffer_surfacesides = NULL;
752 r_shadow_buffer_shadowtrispvs = NULL;
753 r_shadow_buffer_lighttrispvs = NULL;
754 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
757 matrix4x4_t matrix_attenuationxyz =
760 {0.5, 0.0, 0.0, 0.5},
761 {0.0, 0.5, 0.0, 0.5},
762 {0.0, 0.0, 0.5, 0.5},
767 matrix4x4_t matrix_attenuationz =
770 {0.0, 0.0, 0.5, 0.5},
771 {0.0, 0.0, 0.0, 0.5},
772 {0.0, 0.0, 0.0, 0.5},
777 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
779 numvertices = ((numvertices + 255) & ~255) * vertscale;
780 numtriangles = ((numtriangles + 255) & ~255) * triscale;
781 // make sure shadowelements is big enough for this volume
782 if (maxshadowtriangles < numtriangles)
784 maxshadowtriangles = numtriangles;
786 Mem_Free(shadowelements);
787 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
789 // make sure shadowvertex3f is big enough for this volume
790 if (maxshadowvertices < numvertices)
792 maxshadowvertices = numvertices;
794 Mem_Free(shadowvertex3f);
795 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
799 static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
801 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
802 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
803 int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
804 int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
805 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
807 if (r_shadow_buffer_visitingleafpvs)
808 Mem_Free(r_shadow_buffer_visitingleafpvs);
809 if (r_shadow_buffer_leafpvs)
810 Mem_Free(r_shadow_buffer_leafpvs);
811 if (r_shadow_buffer_leaflist)
812 Mem_Free(r_shadow_buffer_leaflist);
813 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
814 r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
815 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
816 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
818 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
820 if (r_shadow_buffer_surfacepvs)
821 Mem_Free(r_shadow_buffer_surfacepvs);
822 if (r_shadow_buffer_surfacelist)
823 Mem_Free(r_shadow_buffer_surfacelist);
824 if (r_shadow_buffer_surfacesides)
825 Mem_Free(r_shadow_buffer_surfacesides);
826 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
827 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
828 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
829 r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
831 if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
833 if (r_shadow_buffer_shadowtrispvs)
834 Mem_Free(r_shadow_buffer_shadowtrispvs);
835 r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
836 r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
838 if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
840 if (r_shadow_buffer_lighttrispvs)
841 Mem_Free(r_shadow_buffer_lighttrispvs);
842 r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
843 r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
847 void R_Shadow_PrepareShadowMark(int numtris)
849 // make sure shadowmark is big enough for this volume
850 if (maxshadowmark < numtris)
852 maxshadowmark = numtris;
854 Mem_Free(shadowmark);
856 Mem_Free(shadowmarklist);
857 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
858 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
862 // if shadowmarkcount wrapped we clear the array and adjust accordingly
863 if (shadowmarkcount == 0)
866 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
871 void R_Shadow_PrepareShadowSides(int numtris)
873 if (maxshadowsides < numtris)
875 maxshadowsides = numtris;
877 Mem_Free(shadowsides);
879 Mem_Free(shadowsideslist);
880 shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
881 shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
886 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
889 int outtriangles = 0, outvertices = 0;
892 float ratio, direction[3], projectvector[3];
894 if (projectdirection)
895 VectorScale(projectdirection, projectdistance, projectvector);
897 VectorClear(projectvector);
899 // create the vertices
900 if (projectdirection)
902 for (i = 0;i < numshadowmarktris;i++)
904 element = inelement3i + shadowmarktris[i] * 3;
905 for (j = 0;j < 3;j++)
907 if (vertexupdate[element[j]] != vertexupdatenum)
909 vertexupdate[element[j]] = vertexupdatenum;
910 vertexremap[element[j]] = outvertices;
911 vertex = invertex3f + element[j] * 3;
912 // project one copy of the vertex according to projectvector
913 VectorCopy(vertex, outvertex3f);
914 VectorAdd(vertex, projectvector, (outvertex3f + 3));
923 for (i = 0;i < numshadowmarktris;i++)
925 element = inelement3i + shadowmarktris[i] * 3;
926 for (j = 0;j < 3;j++)
928 if (vertexupdate[element[j]] != vertexupdatenum)
930 vertexupdate[element[j]] = vertexupdatenum;
931 vertexremap[element[j]] = outvertices;
932 vertex = invertex3f + element[j] * 3;
933 // project one copy of the vertex to the sphere radius of the light
934 // (FIXME: would projecting it to the light box be better?)
935 VectorSubtract(vertex, projectorigin, direction);
936 ratio = projectdistance / VectorLength(direction);
937 VectorCopy(vertex, outvertex3f);
938 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
946 if (r_shadow_frontsidecasting.integer)
948 for (i = 0;i < numshadowmarktris;i++)
950 int remappedelement[3];
952 const int *neighbortriangle;
954 markindex = shadowmarktris[i] * 3;
955 element = inelement3i + markindex;
956 neighbortriangle = inneighbor3i + markindex;
957 // output the front and back triangles
958 outelement3i[0] = vertexremap[element[0]];
959 outelement3i[1] = vertexremap[element[1]];
960 outelement3i[2] = vertexremap[element[2]];
961 outelement3i[3] = vertexremap[element[2]] + 1;
962 outelement3i[4] = vertexremap[element[1]] + 1;
963 outelement3i[5] = vertexremap[element[0]] + 1;
967 // output the sides (facing outward from this triangle)
968 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
970 remappedelement[0] = vertexremap[element[0]];
971 remappedelement[1] = vertexremap[element[1]];
972 outelement3i[0] = remappedelement[1];
973 outelement3i[1] = remappedelement[0];
974 outelement3i[2] = remappedelement[0] + 1;
975 outelement3i[3] = remappedelement[1];
976 outelement3i[4] = remappedelement[0] + 1;
977 outelement3i[5] = remappedelement[1] + 1;
982 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
984 remappedelement[1] = vertexremap[element[1]];
985 remappedelement[2] = vertexremap[element[2]];
986 outelement3i[0] = remappedelement[2];
987 outelement3i[1] = remappedelement[1];
988 outelement3i[2] = remappedelement[1] + 1;
989 outelement3i[3] = remappedelement[2];
990 outelement3i[4] = remappedelement[1] + 1;
991 outelement3i[5] = remappedelement[2] + 1;
996 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
998 remappedelement[0] = vertexremap[element[0]];
999 remappedelement[2] = vertexremap[element[2]];
1000 outelement3i[0] = remappedelement[0];
1001 outelement3i[1] = remappedelement[2];
1002 outelement3i[2] = remappedelement[2] + 1;
1003 outelement3i[3] = remappedelement[0];
1004 outelement3i[4] = remappedelement[2] + 1;
1005 outelement3i[5] = remappedelement[0] + 1;
1014 for (i = 0;i < numshadowmarktris;i++)
1016 int remappedelement[3];
1018 const int *neighbortriangle;
1020 markindex = shadowmarktris[i] * 3;
1021 element = inelement3i + markindex;
1022 neighbortriangle = inneighbor3i + markindex;
1023 // output the front and back triangles
1024 outelement3i[0] = vertexremap[element[2]];
1025 outelement3i[1] = vertexremap[element[1]];
1026 outelement3i[2] = vertexremap[element[0]];
1027 outelement3i[3] = vertexremap[element[0]] + 1;
1028 outelement3i[4] = vertexremap[element[1]] + 1;
1029 outelement3i[5] = vertexremap[element[2]] + 1;
1033 // output the sides (facing outward from this triangle)
1034 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
1036 remappedelement[0] = vertexremap[element[0]];
1037 remappedelement[1] = vertexremap[element[1]];
1038 outelement3i[0] = remappedelement[0];
1039 outelement3i[1] = remappedelement[1];
1040 outelement3i[2] = remappedelement[1] + 1;
1041 outelement3i[3] = remappedelement[0];
1042 outelement3i[4] = remappedelement[1] + 1;
1043 outelement3i[5] = remappedelement[0] + 1;
1048 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
1050 remappedelement[1] = vertexremap[element[1]];
1051 remappedelement[2] = vertexremap[element[2]];
1052 outelement3i[0] = remappedelement[1];
1053 outelement3i[1] = remappedelement[2];
1054 outelement3i[2] = remappedelement[2] + 1;
1055 outelement3i[3] = remappedelement[1];
1056 outelement3i[4] = remappedelement[2] + 1;
1057 outelement3i[5] = remappedelement[1] + 1;
1062 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
1064 remappedelement[0] = vertexremap[element[0]];
1065 remappedelement[2] = vertexremap[element[2]];
1066 outelement3i[0] = remappedelement[2];
1067 outelement3i[1] = remappedelement[0];
1068 outelement3i[2] = remappedelement[0] + 1;
1069 outelement3i[3] = remappedelement[2];
1070 outelement3i[4] = remappedelement[0] + 1;
1071 outelement3i[5] = remappedelement[2] + 1;
1079 *outnumvertices = outvertices;
1080 return outtriangles;
1083 static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
1086 int outtriangles = 0, outvertices = 0;
1088 const float *vertex;
1089 float ratio, direction[3], projectvector[3];
1092 if (projectdirection)
1093 VectorScale(projectdirection, projectdistance, projectvector);
1095 VectorClear(projectvector);
1097 for (i = 0;i < numshadowmarktris;i++)
1099 int remappedelement[3];
1101 const int *neighbortriangle;
1103 markindex = shadowmarktris[i] * 3;
1104 neighbortriangle = inneighbor3i + markindex;
1105 side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
1106 side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
1107 side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
1108 if (side[0] + side[1] + side[2] == 0)
1112 element = inelement3i + markindex;
1114 // create the vertices
1115 for (j = 0;j < 3;j++)
1117 if (side[j] + side[j+1] == 0)
1120 if (vertexupdate[k] != vertexupdatenum)
1122 vertexupdate[k] = vertexupdatenum;
1123 vertexremap[k] = outvertices;
1124 vertex = invertex3f + k * 3;
1125 VectorCopy(vertex, outvertex3f);
1126 if (projectdirection)
1128 // project one copy of the vertex according to projectvector
1129 VectorAdd(vertex, projectvector, (outvertex3f + 3));
1133 // project one copy of the vertex to the sphere radius of the light
1134 // (FIXME: would projecting it to the light box be better?)
1135 VectorSubtract(vertex, projectorigin, direction);
1136 ratio = projectdistance / VectorLength(direction);
1137 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
1144 // output the sides (facing outward from this triangle)
1147 remappedelement[0] = vertexremap[element[0]];
1148 remappedelement[1] = vertexremap[element[1]];
1149 outelement3i[0] = remappedelement[1];
1150 outelement3i[1] = remappedelement[0];
1151 outelement3i[2] = remappedelement[0] + 1;
1152 outelement3i[3] = remappedelement[1];
1153 outelement3i[4] = remappedelement[0] + 1;
1154 outelement3i[5] = remappedelement[1] + 1;
1161 remappedelement[1] = vertexremap[element[1]];
1162 remappedelement[2] = vertexremap[element[2]];
1163 outelement3i[0] = remappedelement[2];
1164 outelement3i[1] = remappedelement[1];
1165 outelement3i[2] = remappedelement[1] + 1;
1166 outelement3i[3] = remappedelement[2];
1167 outelement3i[4] = remappedelement[1] + 1;
1168 outelement3i[5] = remappedelement[2] + 1;
1175 remappedelement[0] = vertexremap[element[0]];
1176 remappedelement[2] = vertexremap[element[2]];
1177 outelement3i[0] = remappedelement[0];
1178 outelement3i[1] = remappedelement[2];
1179 outelement3i[2] = remappedelement[2] + 1;
1180 outelement3i[3] = remappedelement[0];
1181 outelement3i[4] = remappedelement[2] + 1;
1182 outelement3i[5] = remappedelement[0] + 1;
1189 *outnumvertices = outvertices;
1190 return outtriangles;
1193 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
1199 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1201 tend = firsttriangle + numtris;
1202 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1204 // surface box entirely inside light box, no box cull
1205 if (projectdirection)
1207 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1209 TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
1210 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1211 shadowmarklist[numshadowmark++] = t;
1216 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1217 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
1218 shadowmarklist[numshadowmark++] = t;
1223 // surface box not entirely inside light box, cull each triangle
1224 if (projectdirection)
1226 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1228 v[0] = invertex3f + e[0] * 3;
1229 v[1] = invertex3f + e[1] * 3;
1230 v[2] = invertex3f + e[2] * 3;
1231 TriangleNormal(v[0], v[1], v[2], normal);
1232 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1233 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1234 shadowmarklist[numshadowmark++] = t;
1239 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1241 v[0] = invertex3f + e[0] * 3;
1242 v[1] = invertex3f + e[1] * 3;
1243 v[2] = invertex3f + e[2] * 3;
1244 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1245 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1246 shadowmarklist[numshadowmark++] = t;
1252 qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
1257 if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
1259 // check if the shadow volume intersects the near plane
1261 // a ray between the eye and light origin may intersect the caster,
1262 // indicating that the shadow may touch the eye location, however we must
1263 // test the near plane (a polygon), not merely the eye location, so it is
1264 // easiest to enlarge the caster bounding shape slightly for this.
1270 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
1272 int i, tris, outverts;
1273 if (projectdistance < 0.1)
1275 Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
1278 if (!numverts || !nummarktris)
1280 // make sure shadowelements is big enough for this volume
1281 if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
1282 R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
1284 if (maxvertexupdate < numverts)
1286 maxvertexupdate = numverts;
1288 Mem_Free(vertexupdate);
1290 Mem_Free(vertexremap);
1291 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1292 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
1293 vertexupdatenum = 0;
1296 if (vertexupdatenum == 0)
1298 vertexupdatenum = 1;
1299 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
1300 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
1303 for (i = 0;i < nummarktris;i++)
1304 shadowmark[marktris[i]] = shadowmarkcount;
1306 if (r_shadow_compilingrtlight)
1308 // if we're compiling an rtlight, capture the mesh
1309 //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1310 //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1311 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1312 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
1314 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
1316 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1317 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1318 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1322 // decide which type of shadow to generate and set stencil mode
1323 R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
1324 // generate the sides or a solid volume, depending on type
1325 if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
1326 tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1328 tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
1329 r_refdef.stats.lights_dynamicshadowtriangles += tris;
1330 r_refdef.stats.lights_shadowtriangles += tris;
1332 R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
1333 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
1335 // increment stencil if frontface is infront of depthbuffer
1336 GL_CullFace(r_refdef.view.cullface_front);
1337 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
1338 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1339 // decrement stencil if backface is infront of depthbuffer
1340 GL_CullFace(r_refdef.view.cullface_back);
1341 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
1343 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
1345 // decrement stencil if backface is behind depthbuffer
1346 GL_CullFace(r_refdef.view.cullface_front);
1347 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
1348 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1349 // increment stencil if frontface is behind depthbuffer
1350 GL_CullFace(r_refdef.view.cullface_back);
1351 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
1353 R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
1358 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
1360 // p1, p2, p3 are in the cubemap's local coordinate system
1361 // bias = border/(size - border)
1364 float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1365 dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
1366 dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
1367 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1369 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1370 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1371 | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1372 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1374 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1375 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1376 | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1378 dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1379 dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
1380 dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
1381 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1383 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1384 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1385 | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1386 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1388 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1389 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1390 | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1392 dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1393 dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
1394 dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
1395 if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
1397 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1398 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1399 | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1400 if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
1402 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1403 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1404 | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1409 int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
1411 vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
1412 float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
1415 VectorSubtract(maxs, mins, radius);
1416 VectorScale(radius, 0.5f, radius);
1417 VectorAdd(mins, radius, center);
1418 Matrix4x4_Transform(worldtolight, center, lightcenter);
1419 Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
1420 VectorSubtract(lightcenter, lightradius, pmin);
1421 VectorAdd(lightcenter, lightradius, pmax);
1423 dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
1424 dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
1425 if(ap1 > bias*an1 && ap2 > bias*an2)
1427 | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
1428 | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1429 if(an1 > bias*ap1 && an2 > bias*ap2)
1431 | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
1432 | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1434 dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
1435 dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
1436 if(ap1 > bias*an1 && ap2 > bias*an2)
1438 | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
1439 | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1440 if(an1 > bias*ap1 && an2 > bias*ap2)
1442 | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
1443 | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1445 dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
1446 dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
1447 if(ap1 > bias*an1 && ap2 > bias*an2)
1449 | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
1450 | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1451 if(an1 > bias*ap1 && an2 > bias*ap2)
1453 | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
1454 | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1459 #define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
1461 int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
1463 // p is in the cubemap's local coordinate system
1464 // bias = border/(size - border)
1465 float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
1466 float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
1467 float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
1469 if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
1470 if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
1471 if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
1472 if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
1473 if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
1474 if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
1478 int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
1482 int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
1483 float scale = (size - 2*border)/size, len;
1484 float bias = border / (float)(size - border), dp, dn, ap, an;
1485 // check if cone enclosing side would cross frustum plane
1486 scale = 2 / (scale*scale + 2);
1487 for (i = 0;i < 5;i++)
1489 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
1491 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
1492 len = scale*VectorLength2(n);
1493 if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
1494 if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
1495 if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
1497 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
1499 Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
1500 len = scale*VectorLength(n);
1501 if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
1502 if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
1503 if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
1505 // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
1506 // check if frustum corners/origin cross plane sides
1507 for (i = 0;i < 5;i++)
1509 Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
1510 dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn),
1511 masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
1512 masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
1513 dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn),
1514 masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
1515 masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
1516 dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn),
1517 masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
1518 masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
1520 return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
1523 int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
1531 int mask, surfacemask = 0;
1532 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
1534 bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
1535 tend = firsttriangle + numtris;
1536 if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
1538 // surface box entirely inside light box, no box cull
1539 if (projectdirection)
1541 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1543 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1544 TriangleNormal(v[0], v[1], v[2], normal);
1545 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
1547 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1548 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1549 surfacemask |= mask;
1552 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1553 shadowsides[numshadowsides] = mask;
1554 shadowsideslist[numshadowsides++] = t;
1561 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1563 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1564 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
1566 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1567 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1568 surfacemask |= mask;
1571 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1572 shadowsides[numshadowsides] = mask;
1573 shadowsideslist[numshadowsides++] = t;
1581 // surface box not entirely inside light box, cull each triangle
1582 if (projectdirection)
1584 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1586 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1587 TriangleNormal(v[0], v[1], v[2], normal);
1588 if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
1589 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1591 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1592 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1593 surfacemask |= mask;
1596 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1597 shadowsides[numshadowsides] = mask;
1598 shadowsideslist[numshadowsides++] = t;
1605 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
1607 v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
1608 if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
1609 && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
1611 Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
1612 mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
1613 surfacemask |= mask;
1616 totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
1617 shadowsides[numshadowsides] = mask;
1618 shadowsideslist[numshadowsides++] = t;
1627 void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
1629 int i, j, outtriangles = 0;
1630 int *outelement3i[6];
1631 if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
1633 outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
1634 // make sure shadowelements is big enough for this mesh
1635 if (maxshadowtriangles < outtriangles)
1636 R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
1638 // compute the offset and size of the separate index lists for each cubemap side
1640 for (i = 0;i < 6;i++)
1642 outelement3i[i] = shadowelements + outtriangles * 3;
1643 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
1644 r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
1645 outtriangles += sidetotals[i];
1648 // gather up the (sparse) triangles into separate index lists for each cubemap side
1649 for (i = 0;i < numsidetris;i++)
1651 const int *element = elements + sidetris[i] * 3;
1652 for (j = 0;j < 6;j++)
1654 if (sides[i] & (1 << j))
1656 outelement3i[j][0] = element[0];
1657 outelement3i[j][1] = element[1];
1658 outelement3i[j][2] = element[2];
1659 outelement3i[j] += 3;
1664 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
1667 static void R_Shadow_MakeTextures_MakeCorona(void)
1671 unsigned char pixels[32][32][4];
1672 for (y = 0;y < 32;y++)
1674 dy = (y - 15.5f) * (1.0f / 16.0f);
1675 for (x = 0;x < 32;x++)
1677 dx = (x - 15.5f) * (1.0f / 16.0f);
1678 a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
1679 a = bound(0, a, 255);
1680 pixels[y][x][0] = a;
1681 pixels[y][x][1] = a;
1682 pixels[y][x][2] = a;
1683 pixels[y][x][3] = 255;
1686 r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
1689 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
1691 float dist = sqrt(x*x+y*y+z*z);
1692 float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1693 // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
1694 return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
1697 static void R_Shadow_MakeTextures(void)
1700 float intensity, dist;
1702 R_Shadow_FreeShadowMaps();
1703 R_FreeTexturePool(&r_shadow_texturepool);
1704 r_shadow_texturepool = R_AllocTexturePool();
1705 r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
1706 r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
1707 data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
1708 // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
1709 for (x = 0;x <= ATTENTABLESIZE;x++)
1711 dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
1712 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
1713 r_shadow_attentable[x] = bound(0, intensity, 1);
1715 // 1D gradient texture
1716 for (x = 0;x < ATTEN1DSIZE;x++)
1717 data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
1718 r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1719 // 2D circle texture
1720 for (y = 0;y < ATTEN2DSIZE;y++)
1721 for (x = 0;x < ATTEN2DSIZE;x++)
1722 data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
1723 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1724 // 3D sphere texture
1725 if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
1727 for (z = 0;z < ATTEN3DSIZE;z++)
1728 for (y = 0;y < ATTEN3DSIZE;y++)
1729 for (x = 0;x < ATTEN3DSIZE;x++)
1730 data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
1731 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
1734 r_shadow_attenuation3dtexture = NULL;
1737 R_Shadow_MakeTextures_MakeCorona();
1739 // Editor light sprites
1740 r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1757 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1758 r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1775 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1776 r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1793 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1794 r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1811 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1812 r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
1829 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1830 r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
1847 , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
1850 void R_Shadow_ValidateCvars(void)
1852 if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
1853 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1854 if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
1855 Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
1856 if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
1857 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1860 void R_Shadow_RenderMode_Begin(void)
1866 R_Shadow_ValidateCvars();
1868 if (!r_shadow_attenuation2dtexture
1869 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1870 || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
1871 || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
1872 R_Shadow_MakeTextures();
1875 R_Mesh_ColorPointer(NULL, 0, 0);
1876 R_Mesh_ResetTextureState();
1877 GL_BlendFunc(GL_ONE, GL_ZERO);
1878 GL_DepthRange(0, 1);
1879 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
1881 GL_DepthMask(false);
1882 GL_Color(0, 0, 0, 1);
1883 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
1885 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1887 if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
1889 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
1890 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
1892 else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
1894 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
1895 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
1899 r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
1900 r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
1903 switch(vid.renderpath)
1905 case RENDERPATH_GL20:
1906 case RENDERPATH_CGGL:
1907 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1909 case RENDERPATH_GL13:
1910 case RENDERPATH_GL11:
1911 if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
1912 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
1913 else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
1914 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
1915 else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
1916 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
1918 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1924 qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
1925 qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
1926 r_shadow_drawbuffer = drawbuffer;
1927 r_shadow_readbuffer = readbuffer;
1929 r_shadow_cullface_front = r_refdef.view.cullface_front;
1930 r_shadow_cullface_back = r_refdef.view.cullface_back;
1933 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
1935 rsurface.rtlight = rtlight;
1938 void R_Shadow_RenderMode_Reset(void)
1941 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
1943 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1945 if (vid.support.ext_framebuffer_object)
1947 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
1950 qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
1951 qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
1953 R_SetViewport(&r_refdef.view.viewport);
1954 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
1955 R_Mesh_ColorPointer(NULL, 0, 0);
1956 R_Mesh_ResetTextureState();
1957 GL_DepthRange(0, 1);
1959 GL_DepthMask(false);
1960 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1961 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1962 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1963 qglStencilMask(~0);CHECKGLERROR
1964 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1965 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1966 r_refdef.view.cullface_front = r_shadow_cullface_front;
1967 r_refdef.view.cullface_back = r_shadow_cullface_back;
1968 GL_CullFace(r_refdef.view.cullface_back);
1969 GL_Color(1, 1, 1, 1);
1970 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
1971 GL_BlendFunc(GL_ONE, GL_ZERO);
1972 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
1973 r_shadow_usingshadowmaprect = false;
1974 r_shadow_usingshadowmapcube = false;
1975 r_shadow_usingshadowmap2d = false;
1979 void R_Shadow_ClearStencil(void)
1982 GL_Clear(GL_STENCIL_BUFFER_BIT);
1983 r_refdef.stats.lights_clears++;
1986 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
1988 r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
1989 if (r_shadow_rendermode == mode)
1992 R_Shadow_RenderMode_Reset();
1993 GL_ColorMask(0, 0, 0, 0);
1994 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
1995 R_SetupShader_DepthOrShadow();
1996 qglDepthFunc(GL_LESS);CHECKGLERROR
1997 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1998 r_shadow_rendermode = mode;
2003 case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
2004 GL_CullFace(GL_NONE);
2005 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2006 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2008 case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
2009 GL_CullFace(GL_NONE);
2010 qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2011 qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2013 case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
2014 GL_CullFace(GL_NONE);
2015 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2016 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2017 qglStencilMask(~0);CHECKGLERROR
2018 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
2019 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2020 qglStencilMask(~0);CHECKGLERROR
2021 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
2023 case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
2024 GL_CullFace(GL_NONE);
2025 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2026 qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
2027 qglStencilMask(~0);CHECKGLERROR
2028 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2029 qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
2030 qglStencilMask(~0);CHECKGLERROR
2031 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2036 static void R_Shadow_MakeVSDCT(void)
2038 // maps to a 2x3 texture rectangle with normalized coordinates
2043 // stores abs(dir.xy), offset.xy/2.5
2044 unsigned char data[4*6] =
2046 255, 0, 0x33, 0x33, // +X: <1, 0>, <0.5, 0.5>
2047 255, 0, 0x99, 0x33, // -X: <1, 0>, <1.5, 0.5>
2048 0, 255, 0x33, 0x99, // +Y: <0, 1>, <0.5, 1.5>
2049 0, 255, 0x99, 0x99, // -Y: <0, 1>, <1.5, 1.5>
2050 0, 0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
2051 0, 0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
2053 r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
2056 void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
2060 float nearclip, farclip, bias;
2061 r_viewport_t viewport;
2064 maxsize = r_shadow_shadowmapmaxsize;
2065 nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
2067 bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
2068 r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
2069 r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
2070 r_shadow_shadowmapside = side;
2071 r_shadow_shadowmapsize = size;
2072 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2074 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2075 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2076 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2077 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
2079 // complex unrolled cube approach (more flexible)
2080 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2081 R_Shadow_MakeVSDCT();
2082 if (!r_shadow_shadowmap2dtexture)
2085 int w = maxsize*2, h = vid.support.arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
2086 r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2087 qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
2088 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
2089 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
2090 // render depth into the fbo, do not render color at all
2091 qglDrawBuffer(GL_NONE);CHECKGLERROR
2092 qglReadBuffer(GL_NONE);CHECKGLERROR
2093 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2094 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2096 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2097 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2098 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2103 if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
2104 r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
2105 r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
2106 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
2108 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2110 r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
2111 r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
2112 R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
2113 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
2115 // complex unrolled cube approach (more flexible)
2116 if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
2117 R_Shadow_MakeVSDCT();
2118 if (!r_shadow_shadowmaprectangletexture)
2121 r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2122 qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
2123 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
2124 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
2125 // render depth into the fbo, do not render color at all
2126 qglDrawBuffer(GL_NONE);CHECKGLERROR
2127 qglReadBuffer(GL_NONE);CHECKGLERROR
2128 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2129 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2131 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2132 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2133 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2138 if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
2139 r_shadow_shadowmap_texturescale[0] = 1.0f;
2140 r_shadow_shadowmap_texturescale[1] = 1.0f;
2141 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
2143 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2145 r_shadow_shadowmap_parameters[0] = 1.0f;
2146 r_shadow_shadowmap_parameters[1] = 1.0f;
2147 R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
2148 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
2150 // simple cube approach
2151 if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
2154 r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
2155 qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2156 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
2157 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2158 // render depth into the fbo, do not render color at all
2159 qglDrawBuffer(GL_NONE);CHECKGLERROR
2160 qglReadBuffer(GL_NONE);CHECKGLERROR
2161 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
2162 if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
2164 Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
2165 Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
2166 Cvar_SetValueQuick(&r_shadow_deferred, 0);
2171 if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
2172 r_shadow_shadowmap_texturescale[0] = 0.0f;
2173 r_shadow_shadowmap_texturescale[1] = 0.0f;
2174 r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
2177 R_Shadow_RenderMode_Reset();
2180 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
2181 R_SetupShader_DepthOrShadow();
2185 R_SetupShader_ShowDepth();
2186 qglClearColor(1,1,1,1);CHECKGLERROR
2189 GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
2196 R_SetViewport(&viewport);
2197 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
2198 if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE)
2200 int flipped = (side&1)^(side>>2);
2201 r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
2202 r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
2203 GL_CullFace(r_refdef.view.cullface_back);
2205 else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE)
2207 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
2210 qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
2214 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
2218 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2219 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2220 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2221 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2224 R_Shadow_RenderMode_Reset();
2225 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2228 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2232 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2233 // only draw light where this geometry was already rendered AND the
2234 // stencil is 128 (values other than this mean shadow)
2235 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2237 r_shadow_rendermode = r_shadow_lightingrendermode;
2238 // do global setup needed for the chosen lighting mode
2239 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2241 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
2246 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2247 r_shadow_usingshadowmap2d = true;
2248 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2249 r_shadow_usingshadowmaprect = true;
2250 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2251 r_shadow_usingshadowmapcube = true;
2253 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
2257 static const unsigned short bboxelements[36] =
2267 static const float bboxpoints[8][3] =
2279 void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
2282 float vertex3f[8*3];
2283 const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
2285 R_Shadow_RenderMode_Reset();
2286 r_shadow_rendermode = r_shadow_lightingrendermode;
2287 // do global setup needed for the chosen lighting mode
2289 R_EntityMatrix(&identitymatrix);
2290 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2293 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2294 // only draw light where this geometry was already rendered AND the
2295 // stencil is 128 (values other than this mean shadow)
2296 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2298 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
2301 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
2302 r_shadow_usingshadowmap2d = true;
2303 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
2304 r_shadow_usingshadowmaprect = true;
2305 else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
2306 r_shadow_usingshadowmapcube = true;
2309 // render the lighting
2310 R_SetupShader_DeferredLight(rsurface.rtlight);
2311 for (i = 0;i < 8;i++)
2312 Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
2314 R_Mesh_VertexPointer(vertex3f, 0, 0);
2315 R_Mesh_ColorPointer(NULL, 0, 0);
2316 GL_ColorMask(1,1,1,1);
2317 GL_DepthMask(false);
2318 GL_DepthRange(0, 1);
2319 GL_PolygonOffset(0, 0);
2321 qglDepthFunc(GL_GREATER);CHECKGLERROR
2322 GL_CullFace(r_refdef.view.cullface_back);
2323 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
2327 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
2330 R_Shadow_RenderMode_Reset();
2331 GL_BlendFunc(GL_ONE, GL_ONE);
2332 GL_DepthRange(0, 1);
2333 GL_DepthTest(r_showshadowvolumes.integer < 2);
2334 GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
2335 GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
2336 GL_CullFace(GL_NONE);
2337 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
2340 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
2343 R_Shadow_RenderMode_Reset();
2344 GL_BlendFunc(GL_ONE, GL_ONE);
2345 GL_DepthRange(0, 1);
2346 GL_DepthTest(r_showlighting.integer < 2);
2347 GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
2350 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2354 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2355 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
2357 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
2360 void R_Shadow_RenderMode_End(void)
2363 R_Shadow_RenderMode_Reset();
2364 R_Shadow_RenderMode_ActiveLight(NULL);
2366 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
2367 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
2370 int bboxedges[12][2] =
2389 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
2391 int i, ix1, iy1, ix2, iy2;
2392 float x1, y1, x2, y2;
2394 float vertex[20][3];
2403 r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
2404 r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
2405 r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
2406 r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
2408 if (!r_shadow_scissor.integer)
2411 // if view is inside the light box, just say yes it's visible
2412 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
2415 x1 = y1 = x2 = y2 = 0;
2417 // transform all corners that are infront of the nearclip plane
2418 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
2419 plane4f[3] = r_refdef.view.frustum[4].dist;
2421 for (i = 0;i < 8;i++)
2423 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
2424 dist[i] = DotProduct4(corner[i], plane4f);
2425 sign[i] = dist[i] > 0;
2428 VectorCopy(corner[i], vertex[numvertices]);
2432 // if some points are behind the nearclip, add clipped edge points to make
2433 // sure that the scissor boundary is complete
2434 if (numvertices > 0 && numvertices < 8)
2436 // add clipped edge points
2437 for (i = 0;i < 12;i++)
2439 j = bboxedges[i][0];
2440 k = bboxedges[i][1];
2441 if (sign[j] != sign[k])
2443 f = dist[j] / (dist[j] - dist[k]);
2444 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
2450 // if we have no points to check, the light is behind the view plane
2454 // if we have some points to transform, check what screen area is covered
2455 x1 = y1 = x2 = y2 = 0;
2457 //Con_Printf("%i vertices to transform...\n", numvertices);
2458 for (i = 0;i < numvertices;i++)
2460 VectorCopy(vertex[i], v);
2461 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
2462 //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]);
2465 if (x1 > v2[0]) x1 = v2[0];
2466 if (x2 < v2[0]) x2 = v2[0];
2467 if (y1 > v2[1]) y1 = v2[1];
2468 if (y2 < v2[1]) y2 = v2[1];
2477 // now convert the scissor rectangle to integer screen coordinates
2478 ix1 = (int)(x1 - 1.0f);
2479 iy1 = vid.height - (int)(y2 - 1.0f);
2480 ix2 = (int)(x2 + 1.0f);
2481 iy2 = vid.height - (int)(y1 + 1.0f);
2482 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
2484 // clamp it to the screen
2485 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
2486 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
2487 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
2488 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
2490 // if it is inside out, it's not visible
2491 if (ix2 <= ix1 || iy2 <= iy1)
2494 // the light area is visible, set up the scissor rectangle
2495 r_shadow_lightscissor[0] = ix1;
2496 r_shadow_lightscissor[1] = iy1;
2497 r_shadow_lightscissor[2] = ix2 - ix1;
2498 r_shadow_lightscissor[3] = iy2 - iy1;
2500 r_refdef.stats.lights_scissored++;
2504 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
2506 const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
2507 const float *normal3f = rsurface.normal3f + 3 * firstvertex;
2508 float *color4f = rsurface.array_color4f + 4 * firstvertex;
2509 float dist, dot, distintensity, shadeintensity, v[3], n[3];
2510 switch (r_shadow_rendermode)
2512 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2513 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2514 if (VectorLength2(diffusecolor) > 0)
2516 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2518 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2519 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2520 if ((dot = DotProduct(n, v)) < 0)
2522 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2523 VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
2526 VectorCopy(ambientcolor, color4f);
2527 if (r_refdef.fogenabled)
2530 f = RSurf_FogVertex(vertex3f);
2531 VectorScale(color4f, f, color4f);
2538 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2540 VectorCopy(ambientcolor, color4f);
2541 if (r_refdef.fogenabled)
2544 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2545 f = RSurf_FogVertex(vertex3f);
2546 VectorScale(color4f, f, color4f);
2552 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2553 if (VectorLength2(diffusecolor) > 0)
2555 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2557 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2558 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2560 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2561 if ((dot = DotProduct(n, v)) < 0)
2563 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2564 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2565 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2566 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2570 color4f[0] = ambientcolor[0] * distintensity;
2571 color4f[1] = ambientcolor[1] * distintensity;
2572 color4f[2] = ambientcolor[2] * distintensity;
2574 if (r_refdef.fogenabled)
2577 f = RSurf_FogVertex(vertex3f);
2578 VectorScale(color4f, f, color4f);
2582 VectorClear(color4f);
2588 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2590 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2591 if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2593 color4f[0] = ambientcolor[0] * distintensity;
2594 color4f[1] = ambientcolor[1] * distintensity;
2595 color4f[2] = ambientcolor[2] * distintensity;
2596 if (r_refdef.fogenabled)
2599 f = RSurf_FogVertex(vertex3f);
2600 VectorScale(color4f, f, color4f);
2604 VectorClear(color4f);
2609 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2610 if (VectorLength2(diffusecolor) > 0)
2612 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
2614 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2615 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2617 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2618 Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
2619 if ((dot = DotProduct(n, v)) < 0)
2621 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
2622 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
2623 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
2624 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
2628 color4f[0] = ambientcolor[0] * distintensity;
2629 color4f[1] = ambientcolor[1] * distintensity;
2630 color4f[2] = ambientcolor[2] * distintensity;
2632 if (r_refdef.fogenabled)
2635 f = RSurf_FogVertex(vertex3f);
2636 VectorScale(color4f, f, color4f);
2640 VectorClear(color4f);
2646 for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
2648 Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
2649 if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
2651 distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
2652 color4f[0] = ambientcolor[0] * distintensity;
2653 color4f[1] = ambientcolor[1] * distintensity;
2654 color4f[2] = ambientcolor[2] * distintensity;
2655 if (r_refdef.fogenabled)
2658 f = RSurf_FogVertex(vertex3f);
2659 VectorScale(color4f, f, color4f);
2663 VectorClear(color4f);
2673 static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2675 // used to display how many times a surface is lit for level design purposes
2676 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2679 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
2681 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
2682 R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
2683 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2685 qglDepthFunc(GL_EQUAL);CHECKGLERROR
2687 R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2688 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2690 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2694 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
2701 int newnumtriangles;
2705 int maxtriangles = 4096;
2706 static int newelements[4096*3];
2707 R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
2708 for (renders = 0;renders < 64;renders++)
2713 newnumtriangles = 0;
2715 // due to low fillrate on the cards this vertex lighting path is
2716 // designed for, we manually cull all triangles that do not
2717 // contain a lit vertex
2718 // this builds batches of triangles from multiple surfaces and
2719 // renders them at once
2720 for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
2722 if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
2724 if (newnumtriangles)
2726 newfirstvertex = min(newfirstvertex, e[0]);
2727 newlastvertex = max(newlastvertex, e[0]);
2731 newfirstvertex = e[0];
2732 newlastvertex = e[0];
2734 newfirstvertex = min(newfirstvertex, e[1]);
2735 newlastvertex = max(newlastvertex, e[1]);
2736 newfirstvertex = min(newfirstvertex, e[2]);
2737 newlastvertex = max(newlastvertex, e[2]);
2743 if (newnumtriangles >= maxtriangles)
2745 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2746 newnumtriangles = 0;
2752 if (newnumtriangles >= 1)
2754 R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
2757 // if we couldn't find any lit triangles, exit early
2760 // now reduce the intensity for the next overbright pass
2761 // we have to clamp to 0 here incase the drivers have improper
2762 // handling of negative colors
2763 // (some old drivers even have improper handling of >1 color)
2765 for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
2767 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
2769 c[0] = max(0, c[0] - 1);
2770 c[1] = max(0, c[1] - 1);
2771 c[2] = max(0, c[2] - 1);
2783 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolor, float ambientscale, float diffusescale)
2785 // OpenGL 1.1 path (anything)
2786 float ambientcolorbase[3], diffusecolorbase[3];
2787 float ambientcolorpants[3], diffusecolorpants[3];
2788 float ambientcolorshirt[3], diffusecolorshirt[3];
2789 const float *surfacecolor = rsurface.texture->dlightcolor;
2790 const float *surfacepants = rsurface.colormap_pantscolor;
2791 const float *surfaceshirt = rsurface.colormap_shirtcolor;
2792 rtexture_t *basetexture = rsurface.texture->basetexture;
2793 rtexture_t *pantstexture = rsurface.texture->pantstexture;
2794 rtexture_t *shirttexture = rsurface.texture->shirttexture;
2795 qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
2796 qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
2797 ambientscale *= 2 * r_refdef.view.colorscale;
2798 diffusescale *= 2 * r_refdef.view.colorscale;
2799 ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
2800 diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
2801 ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
2802 diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
2803 ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
2804 diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
2805 R_Mesh_TexBind(0, basetexture);
2806 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
2807 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2808 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
2809 switch(r_shadow_rendermode)
2811 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2812 R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
2813 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2814 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2815 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2817 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2818 R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
2819 R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
2820 R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
2821 R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2823 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2824 R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
2825 R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
2826 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
2827 R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
2829 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2834 //R_Mesh_TexBind(0, basetexture);
2835 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
2838 R_Mesh_TexBind(0, pantstexture);
2839 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
2843 R_Mesh_TexBind(0, shirttexture);
2844 R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
2848 extern cvar_t gl_lightmaps;
2849 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
2851 float ambientscale, diffusescale, specularscale;
2853 float lightcolor[3];
2854 VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
2855 ambientscale = rsurface.rtlight->ambientscale;
2856 diffusescale = rsurface.rtlight->diffusescale;
2857 specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
2858 if (!r_shadow_usenormalmap.integer)
2860 ambientscale += 1.0f * diffusescale;
2864 if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
2866 negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
2869 VectorNegate(lightcolor, lightcolor);
2870 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2872 RSurf_SetupDepthAndCulling();
2873 switch (r_shadow_rendermode)
2875 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2876 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2877 R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
2879 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2880 R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolor, ambientscale, diffusescale, specularscale);
2882 case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
2883 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
2884 case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
2885 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2886 R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolor, ambientscale, diffusescale);
2889 Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2893 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2896 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
2898 matrix4x4_t tempmatrix = *matrix;
2899 Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
2901 // if this light has been compiled before, free the associated data
2902 R_RTLight_Uncompile(rtlight);
2904 // clear it completely to avoid any lingering data
2905 memset(rtlight, 0, sizeof(*rtlight));
2907 // copy the properties
2908 rtlight->matrix_lighttoworld = tempmatrix;
2909 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
2910 Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
2911 rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
2912 VectorCopy(color, rtlight->color);
2913 rtlight->cubemapname[0] = 0;
2914 if (cubemapname && cubemapname[0])
2915 strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
2916 rtlight->shadow = shadow;
2917 rtlight->corona = corona;
2918 rtlight->style = style;
2919 rtlight->isstatic = isstatic;
2920 rtlight->coronasizescale = coronasizescale;
2921 rtlight->ambientscale = ambientscale;
2922 rtlight->diffusescale = diffusescale;
2923 rtlight->specularscale = specularscale;
2924 rtlight->flags = flags;
2926 // compute derived data
2927 //rtlight->cullradius = rtlight->radius;
2928 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2929 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2930 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2931 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2932 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2933 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2934 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2937 // compiles rtlight geometry
2938 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2939 void R_RTLight_Compile(rtlight_t *rtlight)
2942 int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
2943 int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
2944 entity_render_t *ent = r_refdef.scene.worldentity;
2945 dp_model_t *model = r_refdef.scene.worldmodel;
2946 unsigned char *data;
2949 // compile the light
2950 rtlight->compiled = true;
2951 rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
2952 rtlight->static_numleafs = 0;
2953 rtlight->static_numleafpvsbytes = 0;
2954 rtlight->static_leaflist = NULL;
2955 rtlight->static_leafpvs = NULL;
2956 rtlight->static_numsurfaces = 0;
2957 rtlight->static_surfacelist = NULL;
2958 rtlight->static_shadowmap_receivers = 0x3F;
2959 rtlight->static_shadowmap_casters = 0x3F;
2960 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2961 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2962 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2963 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2964 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2965 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2967 if (model && model->GetLightInfo)
2969 // this variable must be set for the CompileShadowVolume/CompileShadowMap code
2970 r_shadow_compilingrtlight = rtlight;
2971 model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
2972 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2973 numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
2974 numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
2975 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
2976 rtlight->static_numsurfaces = numsurfaces;
2977 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2978 rtlight->static_numleafs = numleafs;
2979 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2980 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2981 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2982 rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
2983 rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
2984 rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
2985 rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
2986 if (rtlight->static_numsurfaces)
2987 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2988 if (rtlight->static_numleafs)
2989 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2990 if (rtlight->static_numleafpvsbytes)
2991 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2992 if (rtlight->static_numshadowtrispvsbytes)
2993 memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
2994 if (rtlight->static_numlighttrispvsbytes)
2995 memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
2996 switch (rtlight->shadowmode)
2998 case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
2999 case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
3000 case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
3001 if (model->CompileShadowMap && rtlight->shadow)
3002 model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3005 if (model->CompileShadowVolume && rtlight->shadow)
3006 model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
3009 // now we're done compiling the rtlight
3010 r_shadow_compilingrtlight = NULL;
3014 // use smallest available cullradius - box radius or light radius
3015 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
3016 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
3018 shadowzpasstris = 0;
3019 if (rtlight->static_meshchain_shadow_zpass)
3020 for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
3021 shadowzpasstris += mesh->numtriangles;
3023 shadowzfailtris = 0;
3024 if (rtlight->static_meshchain_shadow_zfail)
3025 for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
3026 shadowzfailtris += mesh->numtriangles;
3029 if (rtlight->static_numlighttrispvsbytes)
3030 for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
3031 if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
3035 if (rtlight->static_numlighttrispvsbytes)
3036 for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
3037 if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
3040 if (developer_extra.integer)
3041 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
3044 void R_RTLight_Uncompile(rtlight_t *rtlight)
3046 if (rtlight->compiled)
3048 if (rtlight->static_meshchain_shadow_zpass)
3049 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
3050 rtlight->static_meshchain_shadow_zpass = NULL;
3051 if (rtlight->static_meshchain_shadow_zfail)
3052 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
3053 rtlight->static_meshchain_shadow_zfail = NULL;
3054 if (rtlight->static_meshchain_shadow_shadowmap)
3055 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
3056 rtlight->static_meshchain_shadow_shadowmap = NULL;
3057 // these allocations are grouped
3058 if (rtlight->static_surfacelist)
3059 Mem_Free(rtlight->static_surfacelist);
3060 rtlight->static_numleafs = 0;
3061 rtlight->static_numleafpvsbytes = 0;
3062 rtlight->static_leaflist = NULL;
3063 rtlight->static_leafpvs = NULL;
3064 rtlight->static_numsurfaces = 0;
3065 rtlight->static_surfacelist = NULL;
3066 rtlight->static_numshadowtrispvsbytes = 0;
3067 rtlight->static_shadowtrispvs = NULL;
3068 rtlight->static_numlighttrispvsbytes = 0;
3069 rtlight->static_lighttrispvs = NULL;
3070 rtlight->compiled = false;
3074 void R_Shadow_UncompileWorldLights(void)
3078 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3079 for (lightindex = 0;lightindex < range;lightindex++)
3081 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3084 R_RTLight_Uncompile(&light->rtlight);
3088 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
3092 // reset the count of frustum planes
3093 // see rtlight->cached_frustumplanes definition for how much this array
3095 rtlight->cached_numfrustumplanes = 0;
3097 // haven't implemented a culling path for ortho rendering
3098 if (!r_refdef.view.useperspective)
3100 // check if the light is on screen and copy the 4 planes if it is
3101 for (i = 0;i < 4;i++)
3102 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3105 for (i = 0;i < 4;i++)
3106 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3111 // generate a deformed frustum that includes the light origin, this is
3112 // used to cull shadow casting surfaces that can not possibly cast a
3113 // shadow onto the visible light-receiving surfaces, which can be a
3116 // if the light origin is onscreen the result will be 4 planes exactly
3117 // if the light origin is offscreen on only one axis the result will
3118 // be exactly 5 planes (split-side case)
3119 // if the light origin is offscreen on two axes the result will be
3120 // exactly 4 planes (stretched corner case)
3121 for (i = 0;i < 4;i++)
3123 // quickly reject standard frustum planes that put the light
3124 // origin outside the frustum
3125 if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
3128 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
3130 // if all the standard frustum planes were accepted, the light is onscreen
3131 // otherwise we need to generate some more planes below...
3132 if (rtlight->cached_numfrustumplanes < 4)
3134 // at least one of the stock frustum planes failed, so we need to
3135 // create one or two custom planes to enclose the light origin
3136 for (i = 0;i < 4;i++)
3138 // create a plane using the view origin and light origin, and a
3139 // single point from the frustum corner set
3140 TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
3141 VectorNormalize(plane.normal);
3142 plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
3143 // see if this plane is backwards and flip it if so
3144 for (j = 0;j < 4;j++)
3145 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3149 VectorNegate(plane.normal, plane.normal);
3151 // flipped plane, test again to see if it is now valid
3152 for (j = 0;j < 4;j++)
3153 if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
3155 // if the plane is still not valid, then it is dividing the
3156 // frustum and has to be rejected
3160 // we have created a valid plane, compute extra info
3161 PlaneClassify(&plane);
3163 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3165 // if we've found 5 frustum planes then we have constructed a
3166 // proper split-side case and do not need to keep searching for
3167 // planes to enclose the light origin
3168 if (rtlight->cached_numfrustumplanes == 5)
3176 for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
3178 plane = rtlight->cached_frustumplanes[i];
3179 Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
3184 // now add the light-space box planes if the light box is rotated, as any
3185 // caster outside the oriented light box is irrelevant (even if it passed
3186 // the worldspace light box, which is axial)
3187 if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
3189 for (i = 0;i < 6;i++)
3193 v[i >> 1] = (i & 1) ? -1 : 1;
3194 Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
3195 VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
3196 plane.dist = VectorNormalizeLength(plane.normal);
3197 plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
3198 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3204 // add the world-space reduced box planes
3205 for (i = 0;i < 6;i++)
3207 VectorClear(plane.normal);
3208 plane.normal[i >> 1] = (i & 1) ? -1 : 1;
3209 plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
3210 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
3219 // reduce all plane distances to tightly fit the rtlight cull box, which
3221 VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3222 VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
3223 VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3224 VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
3225 VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3226 VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
3227 VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3228 VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
3229 oldnum = rtlight->cached_numfrustumplanes;
3230 rtlight->cached_numfrustumplanes = 0;
3231 for (j = 0;j < oldnum;j++)
3233 // find the nearest point on the box to this plane
3234 bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
3235 for (i = 1;i < 8;i++)
3237 dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
3238 if (bestdist > dist)
3241 Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
3242 // if the nearest point is near or behind the plane, we want this
3243 // plane, otherwise the plane is useless as it won't cull anything
3244 if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
3246 PlaneClassify(&rtlight->cached_frustumplanes[j]);
3247 rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
3254 void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
3258 RSurf_ActiveWorldEntity();
3260 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3263 GL_CullFace(GL_NONE);
3264 mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
3265 for (;mesh;mesh = mesh->next)
3267 if (!mesh->sidetotals[r_shadow_shadowmapside])
3269 r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
3270 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3271 R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3275 else if (r_refdef.scene.worldentity->model)
3276 r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3278 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3281 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
3283 qboolean zpass = false;
3286 int surfacelistindex;
3287 msurface_t *surface;
3289 RSurf_ActiveWorldEntity();
3291 if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3294 if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
3296 zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3297 R_Shadow_RenderMode_StencilShadowVolumes(zpass);
3299 mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
3300 for (;mesh;mesh = mesh->next)
3302 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
3303 R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
3304 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
3306 // increment stencil if frontface is infront of depthbuffer
3307 GL_CullFace(r_refdef.view.cullface_back);
3308 qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
3309 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3310 // decrement stencil if backface is infront of depthbuffer
3311 GL_CullFace(r_refdef.view.cullface_front);
3312 qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
3314 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
3316 // decrement stencil if backface is behind depthbuffer
3317 GL_CullFace(r_refdef.view.cullface_front);
3318 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
3319 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3320 // increment stencil if frontface is behind depthbuffer
3321 GL_CullFace(r_refdef.view.cullface_back);
3322 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
3324 R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
3328 else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
3330 // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
3331 R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
3332 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3334 surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
3335 for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
3336 if (CHECKPVSBIT(trispvs, t))
3337 shadowmarklist[numshadowmark++] = t;
3339 R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3341 else if (numsurfaces)
3342 r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
3344 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3347 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
3349 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
3350 vec_t relativeshadowradius;
3351 RSurf_ActiveModelEntity(ent, false, false, false);
3352 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
3353 // we need to re-init the shader for each entity because the matrix changed
3354 relativeshadowradius = rsurface.rtlight->radius / ent->scale;
3355 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
3356 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
3357 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
3358 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
3359 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
3360 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
3361 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
3363 ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
3366 ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
3367 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3370 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
3372 // set up properties for rendering light onto this entity
3373 RSurf_ActiveModelEntity(ent, true, true, false);
3374 GL_AlphaTest(false);
3375 Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
3376 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3377 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3378 Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3381 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
3383 if (!r_refdef.scene.worldmodel->DrawLight)
3386 // set up properties for rendering light onto this entity
3387 RSurf_ActiveWorldEntity();
3388 GL_AlphaTest(false);
3389 rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
3390 Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
3391 Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
3392 VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
3394 r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
3396 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3399 void R_Shadow_DrawEntityLight(entity_render_t *ent)
3401 dp_model_t *model = ent->model;
3402 if (!model->DrawLight)
3405 R_Shadow_SetupEntityLight(ent);
3407 model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
3409 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
3412 void R_Shadow_PrepareLight(rtlight_t *rtlight)
3416 int numleafs, numsurfaces;
3417 int *leaflist, *surfacelist;
3418 unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs, *surfacesides;
3419 int numlightentities;
3420 int numlightentities_noselfshadow;
3421 int numshadowentities;
3422 int numshadowentities_noselfshadow;
3423 static entity_render_t *lightentities[MAX_EDICTS];
3424 static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
3425 static entity_render_t *shadowentities[MAX_EDICTS];
3426 static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
3428 rtlight->draw = false;
3430 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
3431 // skip lights that are basically invisible (color 0 0 0)
3432 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
3435 // loading is done before visibility checks because loading should happen
3436 // all at once at the start of a level, not when it stalls gameplay.
3437 // (especially important to benchmarks)
3439 if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
3441 if (rtlight->compiled)
3442 R_RTLight_Uncompile(rtlight);
3443 R_RTLight_Compile(rtlight);
3447 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
3449 // look up the light style value at this time
3450 f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
3451 VectorScale(rtlight->color, f, rtlight->currentcolor);
3453 if (rtlight->selected)
3455 f = 2 + sin(realtime * M_PI * 4.0);
3456 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
3460 // if lightstyle is currently off, don't draw the light
3461 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
3464 // if the light box is offscreen, skip it
3465 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
3468 VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
3469 VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
3471 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3473 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
3475 // compiled light, world available and can receive realtime lighting
3476 // retrieve leaf information
3477 numleafs = rtlight->static_numleafs;
3478 leaflist = rtlight->static_leaflist;
3479 leafpvs = rtlight->static_leafpvs;
3480 numsurfaces = rtlight->static_numsurfaces;
3481 surfacelist = rtlight->static_surfacelist;
3482 surfacesides = NULL;
3483 shadowtrispvs = rtlight->static_shadowtrispvs;
3484 lighttrispvs = rtlight->static_lighttrispvs;
3486 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
3488 // dynamic light, world available and can receive realtime lighting
3489 // calculate lit surfaces and leafs
3490 r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
3491 R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
3492 leaflist = r_shadow_buffer_leaflist;
3493 leafpvs = r_shadow_buffer_leafpvs;
3494 surfacelist = r_shadow_buffer_surfacelist;
3495 surfacesides = r_shadow_buffer_surfacesides;
3496 shadowtrispvs = r_shadow_buffer_shadowtrispvs;
3497 lighttrispvs = r_shadow_buffer_lighttrispvs;
3498 // if the reduced leaf bounds are offscreen, skip it
3499 if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3510 surfacesides = NULL;
3511 shadowtrispvs = NULL;
3512 lighttrispvs = NULL;
3514 // check if light is illuminating any visible leafs
3517 for (i = 0;i < numleafs;i++)
3518 if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
3524 // make a list of lit entities and shadow casting entities
3525 numlightentities = 0;
3526 numlightentities_noselfshadow = 0;
3527 numshadowentities = 0;
3528 numshadowentities_noselfshadow = 0;
3530 // add dynamic entities that are lit by the light
3531 for (i = 0;i < r_refdef.scene.numentities;i++)
3534 entity_render_t *ent = r_refdef.scene.entities[i];
3536 if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3538 // skip the object entirely if it is not within the valid
3539 // shadow-casting region (which includes the lit region)
3540 if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
3542 if (!(model = ent->model))
3544 if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
3546 // this entity wants to receive light, is visible, and is
3547 // inside the light box
3548 // TODO: check if the surfaces in the model can receive light
3549 // so now check if it's in a leaf seen by the light
3550 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3552 if (ent->flags & RENDER_NOSELFSHADOW)
3553 lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
3555 lightentities[numlightentities++] = ent;
3556 // since it is lit, it probably also casts a shadow...
3557 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3558 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3559 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3561 // note: exterior models without the RENDER_NOSELFSHADOW
3562 // flag still create a RENDER_NOSELFSHADOW shadow but
3563 // are lit normally, this means that they are
3564 // self-shadowing but do not shadow other
3565 // RENDER_NOSELFSHADOW entities such as the gun
3566 // (very weird, but keeps the player shadow off the gun)
3567 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3568 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3570 shadowentities[numshadowentities++] = ent;
3573 else if (ent->flags & RENDER_SHADOW)
3575 // this entity is not receiving light, but may still need to
3577 // TODO: check if the surfaces in the model can cast shadow
3578 // now check if it is in a leaf seen by the light
3579 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
3581 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3582 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3583 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
3585 if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
3586 shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
3588 shadowentities[numshadowentities++] = ent;
3593 // return if there's nothing at all to light
3594 if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
3597 // count this light in the r_speeds
3598 r_refdef.stats.lights++;
3600 // flag it as worth drawing later
3601 rtlight->draw = true;
3603 // cache all the animated entities that cast a shadow but are not visible
3604 for (i = 0;i < numshadowentities;i++)
3605 if (!shadowentities[i]->animcache_vertex3f)
3606 R_AnimCache_GetEntity(shadowentities[i], false, false);
3607 for (i = 0;i < numshadowentities_noselfshadow;i++)
3608 if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
3609 R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
3611 // allocate some temporary memory for rendering this light later in the frame
3612 // reusable buffers need to be copied, static data can be used as-is
3613 rtlight->cached_numlightentities = numlightentities;
3614 rtlight->cached_numlightentities_noselfshadow = numlightentities_noselfshadow;
3615 rtlight->cached_numshadowentities = numshadowentities;
3616 rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
3617 rtlight->cached_numsurfaces = numsurfaces;
3618 rtlight->cached_lightentities = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
3619 rtlight->cached_lightentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
3620 rtlight->cached_shadowentities = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
3621 rtlight->cached_shadowentities_noselfshadow = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
3622 if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
3624 int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
3625 int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
3626 rtlight->cached_shadowtrispvs = (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
3627 rtlight->cached_lighttrispvs = (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
3628 rtlight->cached_surfacelist = (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
3632 // compiled light data
3633 rtlight->cached_shadowtrispvs = shadowtrispvs;
3634 rtlight->cached_lighttrispvs = lighttrispvs;
3635 rtlight->cached_surfacelist = surfacelist;
3639 void R_Shadow_DrawLight(rtlight_t *rtlight)
3643 unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
3644 int numlightentities;
3645 int numlightentities_noselfshadow;
3646 int numshadowentities;
3647 int numshadowentities_noselfshadow;
3648 entity_render_t **lightentities;
3649 entity_render_t **lightentities_noselfshadow;
3650 entity_render_t **shadowentities;
3651 entity_render_t **shadowentities_noselfshadow;
3653 static unsigned char entitysides[MAX_EDICTS];
3654 static unsigned char entitysides_noselfshadow[MAX_EDICTS];
3655 vec3_t nearestpoint;
3657 qboolean castshadows;
3660 // check if we cached this light this frame (meaning it is worth drawing)
3664 // if R_FrameData_Store ran out of space we skip anything dependent on it
3665 if (r_framedata_failed)
3668 numlightentities = rtlight->cached_numlightentities;
3669 numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
3670 numshadowentities = rtlight->cached_numshadowentities;
3671 numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
3672 numsurfaces = rtlight->cached_numsurfaces;
3673 lightentities = rtlight->cached_lightentities;
3674 lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
3675 shadowentities = rtlight->cached_shadowentities;
3676 shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
3677 shadowtrispvs = rtlight->cached_shadowtrispvs;
3678 lighttrispvs = rtlight->cached_lighttrispvs;
3679 surfacelist = rtlight->cached_surfacelist;
3681 // set up a scissor rectangle for this light
3682 if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
3685 // don't let sound skip if going slow
3686 if (r_refdef.scene.extraupdate)
3689 // make this the active rtlight for rendering purposes
3690 R_Shadow_RenderMode_ActiveLight(rtlight);
3692 if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
3694 // optionally draw visible shape of the shadow volumes
3695 // for performance analysis by level designers
3696 R_Shadow_RenderMode_VisibleShadowVolumes();
3698 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3699 for (i = 0;i < numshadowentities;i++)
3700 R_Shadow_DrawEntityShadow(shadowentities[i]);
3701 for (i = 0;i < numshadowentities_noselfshadow;i++)
3702 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3703 R_Shadow_RenderMode_VisibleLighting(false, false);
3706 if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
3708 // optionally draw the illuminated areas
3709 // for performance analysis by level designers
3710 R_Shadow_RenderMode_VisibleLighting(false, false);
3712 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3713 for (i = 0;i < numlightentities;i++)
3714 R_Shadow_DrawEntityLight(lightentities[i]);
3715 for (i = 0;i < numlightentities_noselfshadow;i++)
3716 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3719 castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
3721 nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
3722 nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
3723 nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
3724 distance = VectorDistance(nearestpoint, r_refdef.view.origin);
3726 lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
3727 //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
3728 lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
3730 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3736 int receivermask = 0;
3737 matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
3738 Matrix4x4_Abs(&radiustolight);
3740 r_shadow_shadowmaplod = 0;
3741 for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
3742 if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
3743 r_shadow_shadowmaplod = i;
3745 if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
3746 size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
3748 size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
3750 borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
3752 surfacesides = NULL;
3755 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
3757 castermask = rtlight->static_shadowmap_casters;
3758 receivermask = rtlight->static_shadowmap_receivers;
3762 surfacesides = r_shadow_buffer_surfacesides;
3763 for(i = 0;i < numsurfaces;i++)
3765 msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
3766 surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3767 castermask |= surfacesides[i];
3768 receivermask |= surfacesides[i];
3772 if (receivermask < 0x3F)
3774 for (i = 0;i < numlightentities;i++)
3775 receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3776 if (receivermask < 0x3F)
3777 for(i = 0; i < numlightentities_noselfshadow;i++)
3778 receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
3781 receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
3785 for (i = 0;i < numshadowentities;i++)
3786 castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3787 for (i = 0;i < numshadowentities_noselfshadow;i++)
3788 castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
3791 //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
3793 // render shadow casters into 6 sided depth texture
3794 for (side = 0;side < 6;side++) if (receivermask & (1 << side))
3796 R_Shadow_RenderMode_ShadowMap(side, true, size);
3797 if (! (castermask & (1 << side))) continue;
3799 R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
3800 for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
3801 R_Shadow_DrawEntityShadow(shadowentities[i]);
3804 if (numlightentities_noselfshadow)
3806 // render lighting using the depth texture as shadowmap
3807 // draw lighting in the unmasked areas
3808 R_Shadow_RenderMode_Lighting(false, false, true);
3809 for (i = 0;i < numlightentities_noselfshadow;i++)
3810 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3813 // render shadow casters into 6 sided depth texture
3814 if (numshadowentities_noselfshadow)
3816 for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
3818 R_Shadow_RenderMode_ShadowMap(side, false, size);
3819 for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
3820 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3824 // render lighting using the depth texture as shadowmap
3825 // draw lighting in the unmasked areas
3826 R_Shadow_RenderMode_Lighting(false, false, true);
3827 // draw lighting in the unmasked areas
3829 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3830 for (i = 0;i < numlightentities;i++)
3831 R_Shadow_DrawEntityLight(lightentities[i]);
3833 else if (castshadows && vid.stencil)
3835 // draw stencil shadow volumes to mask off pixels that are in shadow
3836 // so that they won't receive lighting
3837 GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
3838 R_Shadow_ClearStencil();
3841 R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
3842 for (i = 0;i < numshadowentities;i++)
3843 R_Shadow_DrawEntityShadow(shadowentities[i]);
3845 // draw lighting in the unmasked areas
3846 R_Shadow_RenderMode_Lighting(true, false, false);
3847 for (i = 0;i < numlightentities_noselfshadow;i++)
3848 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3850 for (i = 0;i < numshadowentities_noselfshadow;i++)
3851 R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
3853 // draw lighting in the unmasked areas
3854 R_Shadow_RenderMode_Lighting(true, false, false);
3856 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3857 for (i = 0;i < numlightentities;i++)
3858 R_Shadow_DrawEntityLight(lightentities[i]);
3862 // draw lighting in the unmasked areas
3863 R_Shadow_RenderMode_Lighting(false, false, false);
3865 R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
3866 for (i = 0;i < numlightentities;i++)
3867 R_Shadow_DrawEntityLight(lightentities[i]);
3868 for (i = 0;i < numlightentities_noselfshadow;i++)
3869 R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
3872 if (r_shadow_usingdeferredprepass)
3874 // when rendering deferred lighting, we simply rasterize the box
3875 if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
3876 R_Shadow_RenderMode_DrawDeferredLight(false, true);
3877 else if (castshadows && vid.stencil)
3878 R_Shadow_RenderMode_DrawDeferredLight(true, false);
3880 R_Shadow_RenderMode_DrawDeferredLight(false, false);
3884 static void R_Shadow_FreeDeferred(void)
3886 if (r_shadow_prepassgeometryfbo)
3887 qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
3888 r_shadow_prepassgeometryfbo = 0;
3890 if (r_shadow_prepasslightingfbo)
3891 qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
3892 r_shadow_prepasslightingfbo = 0;
3894 if (r_shadow_prepassgeometrydepthtexture)
3895 R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
3896 r_shadow_prepassgeometrydepthtexture = NULL;
3898 if (r_shadow_prepassgeometrynormalmaptexture)
3899 R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
3900 r_shadow_prepassgeometrynormalmaptexture = NULL;
3902 if (r_shadow_prepasslightingdiffusetexture)
3903 R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
3904 r_shadow_prepasslightingdiffusetexture = NULL;
3906 if (r_shadow_prepasslightingspeculartexture)
3907 R_FreeTexture(r_shadow_prepasslightingspeculartexture);
3908 r_shadow_prepasslightingspeculartexture = NULL;
3911 void R_Shadow_DrawPrepass(void)
3919 entity_render_t *ent;
3921 GL_AlphaTest(false);
3922 R_Mesh_ColorPointer(NULL, 0, 0);
3923 R_Mesh_ResetTextureState();
3925 GL_ColorMask(1,1,1,1);
3926 GL_BlendFunc(GL_ONE, GL_ZERO);
3929 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
3930 qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
3931 GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
3933 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
3934 r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
3935 if (r_timereport_active)
3936 R_TimeReport("prepassworld");
3938 for (i = 0;i < r_refdef.scene.numentities;i++)
3940 if (!r_refdef.viewcache.entityvisible[i])
3942 ent = r_refdef.scene.entities[i];
3943 if (ent->model && ent->model->DrawPrepass != NULL)
3944 ent->model->DrawPrepass(ent);
3947 if (r_timereport_active)
3948 R_TimeReport("prepassmodels");
3950 GL_DepthMask(false);
3951 GL_ColorMask(1,1,1,1);
3954 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
3955 qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
3956 GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3957 if (r_refdef.fogenabled)
3958 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
3960 R_Shadow_RenderMode_Begin();
3962 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3963 if (r_shadow_debuglight.integer >= 0)
3965 lightindex = r_shadow_debuglight.integer;
3966 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3967 if (light && (light->flags & flag))
3968 R_Shadow_DrawLight(&light->rtlight);
3972 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
3973 for (lightindex = 0;lightindex < range;lightindex++)
3975 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
3976 if (light && (light->flags & flag))
3977 R_Shadow_DrawLight(&light->rtlight);
3980 if (r_refdef.scene.rtdlight)
3981 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
3982 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
3984 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
3985 if (r_refdef.fogenabled)
3986 qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
3988 R_Shadow_RenderMode_End();
3990 if (r_timereport_active)
3991 R_TimeReport("prepasslights");
3994 void R_Shadow_DrawLightSprites(void);
3995 void R_Shadow_PrepareLights(void)
4005 if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
4006 (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
4007 r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) ||
4008 r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
4009 r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
4010 r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
4011 r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
4012 R_Shadow_FreeShadowMaps();
4014 switch (vid.renderpath)
4016 case RENDERPATH_GL20:
4017 case RENDERPATH_CGGL:
4018 if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || !vid.support.arb_texture_rectangle || vid.maxdrawbuffers < 2)
4020 r_shadow_usingdeferredprepass = false;
4021 if (r_shadow_prepass_width)
4022 R_Shadow_FreeDeferred();
4023 r_shadow_prepass_width = r_shadow_prepass_height = 0;
4027 if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
4029 R_Shadow_FreeDeferred();
4031 r_shadow_usingdeferredprepass = true;
4032 r_shadow_prepass_width = vid.width;
4033 r_shadow_prepass_height = vid.height;
4034 r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
4035 r_shadow_prepassgeometrynormalmaptexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4036 r_shadow_prepasslightingdiffusetexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4037 r_shadow_prepasslightingspeculartexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
4039 // set up the geometry pass fbo (depth + normalmap)
4040 qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
4041 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
4042 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4043 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
4044 // render depth into one texture and normalmap into the other
4045 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
4046 qglReadBuffer(GL_NONE);CHECKGLERROR
4047 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4048 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4050 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4051 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4052 r_shadow_usingdeferredprepass = false;
4055 // set up the lighting pass fbo (diffuse + specular)
4056 qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
4057 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
4058 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
4059 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
4060 qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
4061 // render diffuse into one texture and specular into another,
4062 // with depth and normalmap bound as textures,
4063 // with depth bound as attachment as well
4064 qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
4065 qglReadBuffer(GL_NONE);CHECKGLERROR
4066 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
4067 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
4069 Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
4070 Cvar_SetValueQuick(&r_shadow_deferred, 0);
4071 r_shadow_usingdeferredprepass = false;
4075 case RENDERPATH_GL13:
4076 case RENDERPATH_GL11:
4077 r_shadow_usingdeferredprepass = false;
4081 R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
4083 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4084 if (r_shadow_debuglight.integer >= 0)
4086 lightindex = r_shadow_debuglight.integer;
4087 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4088 if (light && (light->flags & flag))
4089 R_Shadow_PrepareLight(&light->rtlight);
4093 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4094 for (lightindex = 0;lightindex < range;lightindex++)
4096 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4097 if (light && (light->flags & flag))
4098 R_Shadow_PrepareLight(&light->rtlight);
4101 if (r_refdef.scene.rtdlight)
4103 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4104 R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
4106 else if(gl_flashblend.integer)
4108 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4110 rtlight_t *rtlight = r_refdef.scene.lights[lnum];
4111 f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
4112 VectorScale(rtlight->color, f, rtlight->currentcolor);
4116 if (r_editlights.integer)
4117 R_Shadow_DrawLightSprites();
4120 void R_Shadow_DrawLights(void)
4128 R_Shadow_RenderMode_Begin();
4130 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4131 if (r_shadow_debuglight.integer >= 0)
4133 lightindex = r_shadow_debuglight.integer;
4134 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4135 if (light && (light->flags & flag))
4136 R_Shadow_DrawLight(&light->rtlight);
4140 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4141 for (lightindex = 0;lightindex < range;lightindex++)
4143 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4144 if (light && (light->flags & flag))
4145 R_Shadow_DrawLight(&light->rtlight);
4148 if (r_refdef.scene.rtdlight)
4149 for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
4150 R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
4152 R_Shadow_RenderMode_End();
4155 extern const float r_screenvertex3f[12];
4156 extern void R_SetupView(qboolean allowwaterclippingplane);
4157 extern void R_ResetViewRendering3D(void);
4158 extern void R_ResetViewRendering2D(void);
4159 extern cvar_t r_shadows;
4160 extern cvar_t r_shadows_darken;
4161 extern cvar_t r_shadows_drawafterrtlighting;
4162 extern cvar_t r_shadows_castfrombmodels;
4163 extern cvar_t r_shadows_throwdistance;
4164 extern cvar_t r_shadows_throwdirection;
4165 void R_DrawModelShadows(void)
4168 float relativethrowdistance;
4169 entity_render_t *ent;
4170 vec3_t relativelightorigin;
4171 vec3_t relativelightdirection;
4172 vec3_t relativeshadowmins, relativeshadowmaxs;
4173 vec3_t tmp, shadowdir;
4175 if (!r_refdef.scene.numentities || !vid.stencil)
4179 R_ResetViewRendering3D();
4180 //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4181 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4182 R_Shadow_RenderMode_Begin();
4183 R_Shadow_RenderMode_ActiveLight(NULL);
4184 r_shadow_lightscissor[0] = r_refdef.view.x;
4185 r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
4186 r_shadow_lightscissor[2] = r_refdef.view.width;
4187 r_shadow_lightscissor[3] = r_refdef.view.height;
4188 R_Shadow_RenderMode_StencilShadowVolumes(false);
4191 if (r_shadows.integer == 2)
4193 Math_atov(r_shadows_throwdirection.string, shadowdir);
4194 VectorNormalize(shadowdir);
4197 R_Shadow_ClearStencil();
4199 for (i = 0;i < r_refdef.scene.numentities;i++)
4201 ent = r_refdef.scene.entities[i];
4203 // cast shadows from anything of the map (submodels are optional)
4204 if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
4206 relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
4207 VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
4208 VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
4209 if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
4210 Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
4213 if(ent->entitynumber != 0)
4215 // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
4216 int entnum, entnum2, recursion;
4217 entnum = entnum2 = ent->entitynumber;
4218 for(recursion = 32; recursion > 0; --recursion)
4220 entnum2 = cl.entities[entnum].state_current.tagentity;
4221 if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
4226 if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
4228 VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
4229 // transform into modelspace of OUR entity
4230 Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
4231 Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
4234 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4237 VectorNegate(ent->modellight_lightdir, relativelightdirection);
4240 VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
4241 RSurf_ActiveModelEntity(ent, false, false, false);
4242 ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
4243 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4247 // not really the right mode, but this will disable any silly stencil features
4248 R_Shadow_RenderMode_End();
4250 // set up ortho view for rendering this pass
4251 //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
4252 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4253 //GL_ScissorTest(true);
4254 //R_EntityMatrix(&identitymatrix);
4255 //R_Mesh_ResetTextureState();
4256 R_ResetViewRendering2D();
4257 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4258 R_Mesh_ColorPointer(NULL, 0, 0);
4259 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4261 // set up a darkening blend on shadowed areas
4262 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4263 //GL_DepthRange(0, 1);
4264 //GL_DepthTest(false);
4265 //GL_DepthMask(false);
4266 //GL_PolygonOffset(0, 0);CHECKGLERROR
4267 GL_Color(0, 0, 0, r_shadows_darken.value);
4268 //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4269 //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
4270 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
4271 qglStencilMask(~0);CHECKGLERROR
4272 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4273 qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
4275 // apply the blend to the shadowed areas
4276 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4278 // restore the viewport
4279 R_SetViewport(&r_refdef.view.viewport);
4281 // restore other state to normal
4282 //R_Shadow_RenderMode_End();
4285 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
4288 vec3_t centerorigin;
4290 // if it's too close, skip it
4291 if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
4293 zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
4296 if (usequery && r_numqueries + 2 <= r_maxqueries)
4298 rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
4299 rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
4300 // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
4301 VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
4304 // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
4305 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
4306 qglDepthFunc(GL_ALWAYS);
4307 R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4308 R_Mesh_VertexPointer(vertex3f, 0, 0);
4309 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4310 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4311 qglDepthFunc(GL_LEQUAL);
4312 qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
4313 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4314 R_Mesh_VertexPointer(vertex3f, 0, 0);
4315 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4316 qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
4319 rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
4322 static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4324 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
4327 GLint allpixels = 0, visiblepixels = 0;
4328 // now we have to check the query result
4329 if (rtlight->corona_queryindex_visiblepixels)
4332 qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
4333 qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
4335 //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
4336 if (visiblepixels < 1 || allpixels < 1)
4338 rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
4339 cscale *= rtlight->corona_visibility;
4343 // FIXME: these traces should scan all render entities instead of cl.world
4344 if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
4347 VectorScale(rtlight->currentcolor, cscale, color);
4348 if (VectorLength(color) > (1.0f / 256.0f))
4351 qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
4354 VectorNegate(color, color);
4355 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4357 R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
4358 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4359 R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4361 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4365 void R_Shadow_DrawCoronas(void)
4373 if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
4375 if (r_waterstate.renderingscene)
4377 flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
4378 R_EntityMatrix(&identitymatrix);
4380 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4382 // check occlusion of coronas
4383 // use GL_ARB_occlusion_query if available
4384 // otherwise use raytraces
4386 usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
4389 GL_ColorMask(0,0,0,0);
4390 if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
4391 if (r_maxqueries < MAX_OCCLUSION_QUERIES)
4394 r_maxqueries = (range + r_refdef.scene.numlights) * 4;
4395 r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
4397 qglGenQueriesARB(r_maxqueries - i, r_queries + i);
4400 RSurf_ActiveWorldEntity();
4401 GL_BlendFunc(GL_ONE, GL_ZERO);
4402 GL_CullFace(GL_NONE);
4403 GL_DepthMask(false);
4404 GL_DepthRange(0, 1);
4405 GL_PolygonOffset(0, 0);
4407 R_Mesh_ColorPointer(NULL, 0, 0);
4408 R_Mesh_ResetTextureState();
4409 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
4411 for (lightindex = 0;lightindex < range;lightindex++)
4413 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4416 rtlight = &light->rtlight;
4417 rtlight->corona_visibility = 0;
4418 rtlight->corona_queryindex_visiblepixels = 0;
4419 rtlight->corona_queryindex_allpixels = 0;
4420 if (!(rtlight->flags & flag))
4422 if (rtlight->corona <= 0)
4424 if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
4426 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4428 for (i = 0;i < r_refdef.scene.numlights;i++)
4430 rtlight = r_refdef.scene.lights[i];
4431 rtlight->corona_visibility = 0;
4432 rtlight->corona_queryindex_visiblepixels = 0;
4433 rtlight->corona_queryindex_allpixels = 0;
4434 if (!(rtlight->flags & flag))
4436 if (rtlight->corona <= 0)
4438 R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
4441 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4443 // now draw the coronas using the query data for intensity info
4444 for (lightindex = 0;lightindex < range;lightindex++)
4446 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4449 rtlight = &light->rtlight;
4450 if (rtlight->corona_visibility <= 0)
4452 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4454 for (i = 0;i < r_refdef.scene.numlights;i++)
4456 rtlight = r_refdef.scene.lights[i];
4457 if (rtlight->corona_visibility <= 0)
4459 if (gl_flashblend.integer)
4460 R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
4462 R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
4468 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
4469 typedef struct suffixinfo_s
4472 qboolean flipx, flipy, flipdiagonal;
4475 static suffixinfo_t suffix[3][6] =
4478 {"px", false, false, false},
4479 {"nx", false, false, false},
4480 {"py", false, false, false},
4481 {"ny", false, false, false},
4482 {"pz", false, false, false},
4483 {"nz", false, false, false}
4486 {"posx", false, false, false},
4487 {"negx", false, false, false},
4488 {"posy", false, false, false},
4489 {"negy", false, false, false},
4490 {"posz", false, false, false},
4491 {"negz", false, false, false}
4494 {"rt", true, false, true},
4495 {"lf", false, true, true},
4496 {"ft", true, true, false},
4497 {"bk", false, false, false},
4498 {"up", true, false, true},
4499 {"dn", true, false, true}
4503 static int componentorder[4] = {0, 1, 2, 3};
4505 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
4507 int i, j, cubemapsize;
4508 unsigned char *cubemappixels, *image_buffer;
4509 rtexture_t *cubemaptexture;
4511 // must start 0 so the first loadimagepixels has no requested width/height
4513 cubemappixels = NULL;
4514 cubemaptexture = NULL;
4515 // keep trying different suffix groups (posx, px, rt) until one loads
4516 for (j = 0;j < 3 && !cubemappixels;j++)
4518 // load the 6 images in the suffix group
4519 for (i = 0;i < 6;i++)
4521 // generate an image name based on the base and and suffix
4522 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
4524 if ((image_buffer = loadimagepixelsbgra(name, false, false)))
4526 // an image loaded, make sure width and height are equal
4527 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
4529 // if this is the first image to load successfully, allocate the cubemap memory
4530 if (!cubemappixels && image_width >= 1)
4532 cubemapsize = image_width;
4533 // note this clears to black, so unavailable sides are black
4534 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
4536 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
4538 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
4541 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
4543 Mem_Free(image_buffer);
4547 // if a cubemap loaded, upload it
4550 if (developer_loading.integer)
4551 Con_Printf("loading cubemap \"%s\"\n", basename);
4553 if (!r_shadow_filters_texturepool)
4554 r_shadow_filters_texturepool = R_AllocTexturePool();
4555 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
4556 Mem_Free(cubemappixels);
4560 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
4561 if (developer_loading.integer)
4563 Con_Printf("(tried tried images ");
4564 for (j = 0;j < 3;j++)
4565 for (i = 0;i < 6;i++)
4566 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
4567 Con_Print(" and was unable to find any of them).\n");
4570 return cubemaptexture;
4573 rtexture_t *R_Shadow_Cubemap(const char *basename)
4576 for (i = 0;i < numcubemaps;i++)
4577 if (!strcasecmp(cubemaps[i].basename, basename))
4578 return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
4579 if (i >= MAX_CUBEMAPS)
4580 return r_texture_whitecube;
4582 strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
4583 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
4584 return cubemaps[i].texture;
4587 void R_Shadow_FreeCubemaps(void)
4590 for (i = 0;i < numcubemaps;i++)
4592 if (developer_loading.integer)
4593 Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
4594 if (cubemaps[i].texture)
4595 R_FreeTexture(cubemaps[i].texture);
4599 R_FreeTexturePool(&r_shadow_filters_texturepool);
4602 dlight_t *R_Shadow_NewWorldLight(void)
4604 return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
4607 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)
4610 // validate parameters
4611 if (style < 0 || style >= MAX_LIGHTSTYLES)
4613 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
4619 // copy to light properties
4620 VectorCopy(origin, light->origin);
4621 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
4622 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
4623 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
4625 light->color[0] = max(color[0], 0);
4626 light->color[1] = max(color[1], 0);
4627 light->color[2] = max(color[2], 0);
4629 light->color[0] = color[0];
4630 light->color[1] = color[1];
4631 light->color[2] = color[2];
4632 light->radius = max(radius, 0);
4633 light->style = style;
4634 light->shadow = shadowenable;
4635 light->corona = corona;
4636 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
4637 light->coronasizescale = coronasizescale;
4638 light->ambientscale = ambientscale;
4639 light->diffusescale = diffusescale;
4640 light->specularscale = specularscale;
4641 light->flags = flags;
4643 // update renderable light data
4644 Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
4645 R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4648 void R_Shadow_FreeWorldLight(dlight_t *light)
4650 if (r_shadow_selectedlight == light)
4651 r_shadow_selectedlight = NULL;
4652 R_RTLight_Uncompile(&light->rtlight);
4653 Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
4656 void R_Shadow_ClearWorldLights(void)
4660 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4661 for (lightindex = 0;lightindex < range;lightindex++)
4663 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4665 R_Shadow_FreeWorldLight(light);
4667 r_shadow_selectedlight = NULL;
4668 R_Shadow_FreeCubemaps();
4671 void R_Shadow_SelectLight(dlight_t *light)
4673 if (r_shadow_selectedlight)
4674 r_shadow_selectedlight->selected = false;
4675 r_shadow_selectedlight = light;
4676 if (r_shadow_selectedlight)
4677 r_shadow_selectedlight->selected = true;
4680 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4682 // this is never batched (there can be only one)
4684 R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
4685 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4686 R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4689 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4694 skinframe_t *skinframe;
4697 // this is never batched (due to the ent parameter changing every time)
4698 // so numsurfaces == 1 and surfacelist[0] == lightnumber
4699 const dlight_t *light = (dlight_t *)ent;
4702 R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
4705 VectorScale(light->color, intensity, spritecolor);
4706 if (VectorLength(spritecolor) < 0.1732f)
4707 VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
4708 if (VectorLength(spritecolor) > 1.0f)
4709 VectorNormalize(spritecolor);
4711 // draw light sprite
4712 if (light->cubemapname[0] && !light->shadow)
4713 skinframe = r_editlights_sprcubemapnoshadowlight;
4714 else if (light->cubemapname[0])
4715 skinframe = r_editlights_sprcubemaplight;
4716 else if (!light->shadow)
4717 skinframe = r_editlights_sprnoshadowlight;
4719 skinframe = r_editlights_sprlight;
4721 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4722 R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4724 // draw selection sprite if light is selected
4725 if (light->selected)
4727 RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
4728 R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
4729 // VorteX todo: add normalmode/realtime mode light overlay sprites?
4733 void R_Shadow_DrawLightSprites(void)
4737 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4738 for (lightindex = 0;lightindex < range;lightindex++)
4740 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4742 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
4744 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
4747 int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
4752 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
4753 if (lightindex >= range)
4755 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4758 rtlight = &light->rtlight;
4759 //if (!(rtlight->flags & flag))
4761 VectorCopy(rtlight->shadoworigin, origin);
4762 *radius = rtlight->radius;
4763 VectorCopy(rtlight->color, color);
4767 void R_Shadow_SelectLightInView(void)
4769 float bestrating, rating, temp[3];
4773 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
4776 for (lightindex = 0;lightindex < range;lightindex++)
4778 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4781 VectorSubtract(light->origin, r_refdef.view.origin, temp);
4782 rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
4785 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
4786 if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
4788 bestrating = rating;
4793 R_Shadow_SelectLight(best);
4796 void R_Shadow_LoadWorldLights(void)
4798 int n, a, style, shadow, flags;
4799 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
4800 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
4801 if (cl.worldmodel == NULL)
4803 Con_Print("No map loaded.\n");
4806 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4807 strlcat (name, ".rtlights", sizeof (name));
4808 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4818 for (;COM_Parse(t, true) && strcmp(
4819 if (COM_Parse(t, true))
4821 if (com_token[0] == '!')
4824 origin[0] = atof(com_token+1);
4827 origin[0] = atof(com_token);
4832 while (*s && *s != '\n' && *s != '\r')
4838 // check for modifier flags
4845 #if _MSC_VER >= 1400
4846 #define sscanf sscanf_s
4848 cubemapname[sizeof(cubemapname)-1] = 0;
4849 #if MAX_QPATH != 128
4850 #error update this code if MAX_QPATH changes
4852 a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
4853 #if _MSC_VER >= 1400
4854 , sizeof(cubemapname)
4856 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
4859 flags = LIGHTFLAG_REALTIMEMODE;
4867 coronasizescale = 0.25f;
4869 VectorClear(angles);
4872 if (a < 9 || !strcmp(cubemapname, "\"\""))
4874 // remove quotes on cubemapname
4875 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
4878 namelen = strlen(cubemapname) - 2;
4879 memmove(cubemapname, cubemapname + 1, namelen);
4880 cubemapname[namelen] = '\0';
4884 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);
4887 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4895 Con_Printf("invalid rtlights file \"%s\"\n", name);
4896 Mem_Free(lightsstring);
4900 void R_Shadow_SaveWorldLights(void)
4904 size_t bufchars, bufmaxchars;
4906 char name[MAX_QPATH];
4907 char line[MAX_INPUTLINE];
4908 size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
4909 // I hate lines which are 3 times my screen size :( --blub
4912 if (cl.worldmodel == NULL)
4914 Con_Print("No map loaded.\n");
4917 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4918 strlcat (name, ".rtlights", sizeof (name));
4919 bufchars = bufmaxchars = 0;
4921 for (lightindex = 0;lightindex < range;lightindex++)
4923 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
4926 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
4927 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
4928 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
4929 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
4931 dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
4932 if (bufchars + strlen(line) > bufmaxchars)
4934 bufmaxchars = bufchars + strlen(line) + 2048;
4936 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
4940 memcpy(buf, oldbuf, bufchars);
4946 memcpy(buf + bufchars, line, strlen(line));
4947 bufchars += strlen(line);
4951 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
4956 void R_Shadow_LoadLightsFile(void)
4959 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
4960 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
4961 if (cl.worldmodel == NULL)
4963 Con_Print("No map loaded.\n");
4966 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
4967 strlcat (name, ".lights", sizeof (name));
4968 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
4976 while (*s && *s != '\n' && *s != '\r')
4982 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);
4986 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);
4989 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
4990 radius = bound(15, radius, 4096);
4991 VectorScale(color, (2.0f / (8388608.0f)), color);
4992 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5000 Con_Printf("invalid lights file \"%s\"\n", name);
5001 Mem_Free(lightsstring);
5005 // tyrlite/hmap2 light types in the delay field
5006 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
5008 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
5010 int entnum, style, islight, skin, pflags, effects, type, n;
5013 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
5014 char key[256], value[MAX_INPUTLINE];
5016 if (cl.worldmodel == NULL)
5018 Con_Print("No map loaded.\n");
5021 // try to load a .ent file first
5022 FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
5023 strlcat (key, ".ent", sizeof (key));
5024 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
5025 // and if that is not found, fall back to the bsp file entity string
5027 data = cl.worldmodel->brush.entities;
5030 for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
5032 type = LIGHTTYPE_MINUSX;
5033 origin[0] = origin[1] = origin[2] = 0;
5034 originhack[0] = originhack[1] = originhack[2] = 0;
5035 angles[0] = angles[1] = angles[2] = 0;
5036 color[0] = color[1] = color[2] = 1;
5037 light[0] = light[1] = light[2] = 1;light[3] = 300;
5038 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
5048 if (!COM_ParseToken_Simple(&data, false, false))
5050 if (com_token[0] == '}')
5051 break; // end of entity
5052 if (com_token[0] == '_')
5053 strlcpy(key, com_token + 1, sizeof(key));
5055 strlcpy(key, com_token, sizeof(key));
5056 while (key[strlen(key)-1] == ' ') // remove trailing spaces
5057 key[strlen(key)-1] = 0;
5058 if (!COM_ParseToken_Simple(&data, false, false))
5060 strlcpy(value, com_token, sizeof(value));
5062 // now that we have the key pair worked out...
5063 if (!strcmp("light", key))
5065 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
5069 light[0] = vec[0] * (1.0f / 256.0f);
5070 light[1] = vec[0] * (1.0f / 256.0f);
5071 light[2] = vec[0] * (1.0f / 256.0f);
5077 light[0] = vec[0] * (1.0f / 255.0f);
5078 light[1] = vec[1] * (1.0f / 255.0f);
5079 light[2] = vec[2] * (1.0f / 255.0f);
5083 else if (!strcmp("delay", key))
5085 else if (!strcmp("origin", key))
5086 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
5087 else if (!strcmp("angle", key))
5088 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
5089 else if (!strcmp("angles", key))
5090 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
5091 else if (!strcmp("color", key))
5092 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
5093 else if (!strcmp("wait", key))
5094 fadescale = atof(value);
5095 else if (!strcmp("classname", key))
5097 if (!strncmp(value, "light", 5))
5100 if (!strcmp(value, "light_fluoro"))
5105 overridecolor[0] = 1;
5106 overridecolor[1] = 1;
5107 overridecolor[2] = 1;
5109 if (!strcmp(value, "light_fluorospark"))
5114 overridecolor[0] = 1;
5115 overridecolor[1] = 1;
5116 overridecolor[2] = 1;
5118 if (!strcmp(value, "light_globe"))
5123 overridecolor[0] = 1;
5124 overridecolor[1] = 0.8;
5125 overridecolor[2] = 0.4;
5127 if (!strcmp(value, "light_flame_large_yellow"))
5132 overridecolor[0] = 1;
5133 overridecolor[1] = 0.5;
5134 overridecolor[2] = 0.1;
5136 if (!strcmp(value, "light_flame_small_yellow"))
5141 overridecolor[0] = 1;
5142 overridecolor[1] = 0.5;
5143 overridecolor[2] = 0.1;
5145 if (!strcmp(value, "light_torch_small_white"))
5150 overridecolor[0] = 1;
5151 overridecolor[1] = 0.5;
5152 overridecolor[2] = 0.1;
5154 if (!strcmp(value, "light_torch_small_walltorch"))
5159 overridecolor[0] = 1;
5160 overridecolor[1] = 0.5;
5161 overridecolor[2] = 0.1;
5165 else if (!strcmp("style", key))
5166 style = atoi(value);
5167 else if (!strcmp("skin", key))
5168 skin = (int)atof(value);
5169 else if (!strcmp("pflags", key))
5170 pflags = (int)atof(value);
5171 else if (!strcmp("effects", key))
5172 effects = (int)atof(value);
5173 else if (cl.worldmodel->type == mod_brushq3)
5175 if (!strcmp("scale", key))
5176 lightscale = atof(value);
5177 if (!strcmp("fade", key))
5178 fadescale = atof(value);
5183 if (lightscale <= 0)
5187 if (color[0] == color[1] && color[0] == color[2])
5189 color[0] *= overridecolor[0];
5190 color[1] *= overridecolor[1];
5191 color[2] *= overridecolor[2];
5193 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
5194 color[0] = color[0] * light[0];
5195 color[1] = color[1] * light[1];
5196 color[2] = color[2] * light[2];
5199 case LIGHTTYPE_MINUSX:
5201 case LIGHTTYPE_RECIPX:
5203 VectorScale(color, (1.0f / 16.0f), color);
5205 case LIGHTTYPE_RECIPXX:
5207 VectorScale(color, (1.0f / 16.0f), color);
5210 case LIGHTTYPE_NONE:
5214 case LIGHTTYPE_MINUSXX:
5217 VectorAdd(origin, originhack, origin);
5219 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);
5222 Mem_Free(entfiledata);
5226 void R_Shadow_SetCursorLocationForView(void)
5229 vec3_t dest, endpos;
5231 VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
5232 trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
5233 if (trace.fraction < 1)
5235 dist = trace.fraction * r_editlights_cursordistance.value;
5236 push = r_editlights_cursorpushback.value;
5240 VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
5241 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
5245 VectorClear( endpos );
5247 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5248 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5249 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
5252 void R_Shadow_UpdateWorldLightSelection(void)
5254 if (r_editlights.integer)
5256 R_Shadow_SetCursorLocationForView();
5257 R_Shadow_SelectLightInView();
5260 R_Shadow_SelectLight(NULL);
5263 void R_Shadow_EditLights_Clear_f(void)
5265 R_Shadow_ClearWorldLights();
5268 void R_Shadow_EditLights_Reload_f(void)
5272 strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
5273 R_Shadow_ClearWorldLights();
5274 R_Shadow_LoadWorldLights();
5275 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5277 R_Shadow_LoadLightsFile();
5278 if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
5279 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5283 void R_Shadow_EditLights_Save_f(void)
5287 R_Shadow_SaveWorldLights();
5290 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
5292 R_Shadow_ClearWorldLights();
5293 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
5296 void R_Shadow_EditLights_ImportLightsFile_f(void)
5298 R_Shadow_ClearWorldLights();
5299 R_Shadow_LoadLightsFile();
5302 void R_Shadow_EditLights_Spawn_f(void)
5305 if (!r_editlights.integer)
5307 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5310 if (Cmd_Argc() != 1)
5312 Con_Print("r_editlights_spawn does not take parameters\n");
5315 color[0] = color[1] = color[2] = 1;
5316 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
5319 void R_Shadow_EditLights_Edit_f(void)
5321 vec3_t origin, angles, color;
5322 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
5323 int style, shadows, flags, normalmode, realtimemode;
5324 char cubemapname[MAX_INPUTLINE];
5325 if (!r_editlights.integer)
5327 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5330 if (!r_shadow_selectedlight)
5332 Con_Print("No selected light.\n");
5335 VectorCopy(r_shadow_selectedlight->origin, origin);
5336 VectorCopy(r_shadow_selectedlight->angles, angles);
5337 VectorCopy(r_shadow_selectedlight->color, color);
5338 radius = r_shadow_selectedlight->radius;
5339 style = r_shadow_selectedlight->style;
5340 if (r_shadow_selectedlight->cubemapname)
5341 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
5344 shadows = r_shadow_selectedlight->shadow;
5345 corona = r_shadow_selectedlight->corona;
5346 coronasizescale = r_shadow_selectedlight->coronasizescale;
5347 ambientscale = r_shadow_selectedlight->ambientscale;
5348 diffusescale = r_shadow_selectedlight->diffusescale;
5349 specularscale = r_shadow_selectedlight->specularscale;
5350 flags = r_shadow_selectedlight->flags;
5351 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
5352 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
5353 if (!strcmp(Cmd_Argv(1), "origin"))
5355 if (Cmd_Argc() != 5)
5357 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5360 origin[0] = atof(Cmd_Argv(2));
5361 origin[1] = atof(Cmd_Argv(3));
5362 origin[2] = atof(Cmd_Argv(4));
5364 else if (!strcmp(Cmd_Argv(1), "originx"))
5366 if (Cmd_Argc() != 3)
5368 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5371 origin[0] = atof(Cmd_Argv(2));
5373 else if (!strcmp(Cmd_Argv(1), "originy"))
5375 if (Cmd_Argc() != 3)
5377 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5380 origin[1] = atof(Cmd_Argv(2));
5382 else if (!strcmp(Cmd_Argv(1), "originz"))
5384 if (Cmd_Argc() != 3)
5386 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5389 origin[2] = atof(Cmd_Argv(2));
5391 else if (!strcmp(Cmd_Argv(1), "move"))
5393 if (Cmd_Argc() != 5)
5395 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5398 origin[0] += atof(Cmd_Argv(2));
5399 origin[1] += atof(Cmd_Argv(3));
5400 origin[2] += atof(Cmd_Argv(4));
5402 else if (!strcmp(Cmd_Argv(1), "movex"))
5404 if (Cmd_Argc() != 3)
5406 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5409 origin[0] += atof(Cmd_Argv(2));
5411 else if (!strcmp(Cmd_Argv(1), "movey"))
5413 if (Cmd_Argc() != 3)
5415 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5418 origin[1] += atof(Cmd_Argv(2));
5420 else if (!strcmp(Cmd_Argv(1), "movez"))
5422 if (Cmd_Argc() != 3)
5424 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5427 origin[2] += atof(Cmd_Argv(2));
5429 else if (!strcmp(Cmd_Argv(1), "angles"))
5431 if (Cmd_Argc() != 5)
5433 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
5436 angles[0] = atof(Cmd_Argv(2));
5437 angles[1] = atof(Cmd_Argv(3));
5438 angles[2] = atof(Cmd_Argv(4));
5440 else if (!strcmp(Cmd_Argv(1), "anglesx"))
5442 if (Cmd_Argc() != 3)
5444 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5447 angles[0] = atof(Cmd_Argv(2));
5449 else if (!strcmp(Cmd_Argv(1), "anglesy"))
5451 if (Cmd_Argc() != 3)
5453 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5456 angles[1] = atof(Cmd_Argv(2));
5458 else if (!strcmp(Cmd_Argv(1), "anglesz"))
5460 if (Cmd_Argc() != 3)
5462 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5465 angles[2] = atof(Cmd_Argv(2));
5467 else if (!strcmp(Cmd_Argv(1), "color"))
5469 if (Cmd_Argc() != 5)
5471 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
5474 color[0] = atof(Cmd_Argv(2));
5475 color[1] = atof(Cmd_Argv(3));
5476 color[2] = atof(Cmd_Argv(4));
5478 else if (!strcmp(Cmd_Argv(1), "radius"))
5480 if (Cmd_Argc() != 3)
5482 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5485 radius = atof(Cmd_Argv(2));
5487 else if (!strcmp(Cmd_Argv(1), "colorscale"))
5489 if (Cmd_Argc() == 3)
5491 double scale = atof(Cmd_Argv(2));
5498 if (Cmd_Argc() != 5)
5500 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
5503 color[0] *= atof(Cmd_Argv(2));
5504 color[1] *= atof(Cmd_Argv(3));
5505 color[2] *= atof(Cmd_Argv(4));
5508 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
5510 if (Cmd_Argc() != 3)
5512 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5515 radius *= atof(Cmd_Argv(2));
5517 else if (!strcmp(Cmd_Argv(1), "style"))
5519 if (Cmd_Argc() != 3)
5521 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5524 style = atoi(Cmd_Argv(2));
5526 else if (!strcmp(Cmd_Argv(1), "cubemap"))
5530 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5533 if (Cmd_Argc() == 3)
5534 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
5538 else if (!strcmp(Cmd_Argv(1), "shadows"))
5540 if (Cmd_Argc() != 3)
5542 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5545 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5547 else if (!strcmp(Cmd_Argv(1), "corona"))
5549 if (Cmd_Argc() != 3)
5551 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5554 corona = atof(Cmd_Argv(2));
5556 else if (!strcmp(Cmd_Argv(1), "coronasize"))
5558 if (Cmd_Argc() != 3)
5560 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5563 coronasizescale = atof(Cmd_Argv(2));
5565 else if (!strcmp(Cmd_Argv(1), "ambient"))
5567 if (Cmd_Argc() != 3)
5569 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5572 ambientscale = atof(Cmd_Argv(2));
5574 else if (!strcmp(Cmd_Argv(1), "diffuse"))
5576 if (Cmd_Argc() != 3)
5578 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5581 diffusescale = atof(Cmd_Argv(2));
5583 else if (!strcmp(Cmd_Argv(1), "specular"))
5585 if (Cmd_Argc() != 3)
5587 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5590 specularscale = atof(Cmd_Argv(2));
5592 else if (!strcmp(Cmd_Argv(1), "normalmode"))
5594 if (Cmd_Argc() != 3)
5596 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5599 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5601 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
5603 if (Cmd_Argc() != 3)
5605 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
5608 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
5612 Con_Print("usage: r_editlights_edit [property] [value]\n");
5613 Con_Print("Selected light's properties:\n");
5614 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
5615 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
5616 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
5617 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
5618 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
5619 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
5620 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
5621 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
5622 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
5623 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
5624 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
5625 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
5626 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
5627 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
5630 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
5631 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
5634 void R_Shadow_EditLights_EditAll_f(void)
5640 if (!r_editlights.integer)
5642 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
5646 // EditLights doesn't seem to have a "remove" command or something so:
5647 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5648 for (lightindex = 0;lightindex < range;lightindex++)
5650 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5653 R_Shadow_SelectLight(light);
5654 R_Shadow_EditLights_Edit_f();
5658 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
5660 int lightnumber, lightcount;
5661 size_t lightindex, range;
5665 if (!r_editlights.integer)
5667 x = vid_conwidth.value - 240;
5669 DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
5672 range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
5673 for (lightindex = 0;lightindex < range;lightindex++)
5675 light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
5678 if (light == r_shadow_selectedlight)
5679 lightnumber = lightindex;
5682 dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5683 dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
5685 if (r_shadow_selectedlight == NULL)
5687 dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5688 dpsnprintf(temp, sizeof(temp), "Origin : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5689 dpsnprintf(temp, sizeof(temp), "Angles : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5690 dpsnprintf(temp, sizeof(temp), "Color : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5691 dpsnprintf(temp, sizeof(temp), "Radius : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5692 dpsnprintf(temp, sizeof(temp), "Corona : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5693 dpsnprintf(temp, sizeof(temp), "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5694 dpsnprintf(temp, sizeof(temp), "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5695 dpsnprintf(temp, sizeof(temp), "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5696 dpsnprintf(temp, sizeof(temp), "CoronaSize : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5697 dpsnprintf(temp, sizeof(temp), "Ambient : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5698 dpsnprintf(temp, sizeof(temp), "Diffuse : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5699 dpsnprintf(temp, sizeof(temp), "Specular : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5700 dpsnprintf(temp, sizeof(temp), "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5701 dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
5704 void R_Shadow_EditLights_ToggleShadow_f(void)
5706 if (!r_editlights.integer)
5708 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5711 if (!r_shadow_selectedlight)
5713 Con_Print("No selected light.\n");
5716 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);
5719 void R_Shadow_EditLights_ToggleCorona_f(void)
5721 if (!r_editlights.integer)
5723 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
5726 if (!r_shadow_selectedlight)
5728 Con_Print("No selected light.\n");
5731 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);
5734 void R_Shadow_EditLights_Remove_f(void)
5736 if (!r_editlights.integer)
5738 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
5741 if (!r_shadow_selectedlight)
5743 Con_Print("No selected light.\n");
5746 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
5747 r_shadow_selectedlight = NULL;
5750 void R_Shadow_EditLights_Help_f(void)
5753 "Documentation on r_editlights system:\n"
5755 "r_editlights : enable/disable editing mode\n"
5756 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
5757 "r_editlights_cursorpushback : push back cursor this far from surface\n"
5758 "r_editlights_cursorpushoff : push cursor off surface this far\n"
5759 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
5760 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
5762 "r_editlights_help : this help\n"
5763 "r_editlights_clear : remove all lights\n"
5764 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
5765 "r_editlights_save : save to .rtlights file\n"
5766 "r_editlights_spawn : create a light with default settings\n"
5767 "r_editlights_edit command : edit selected light - more documentation below\n"
5768 "r_editlights_remove : remove selected light\n"
5769 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
5770 "r_editlights_importlightentitiesfrommap : reload light entities\n"
5771 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
5773 "origin x y z : set light location\n"
5774 "originx x: set x component of light location\n"
5775 "originy y: set y component of light location\n"
5776 "originz z: set z component of light location\n"
5777 "move x y z : adjust light location\n"
5778 "movex x: adjust x component of light location\n"
5779 "movey y: adjust y component of light location\n"
5780 "movez z: adjust z component of light location\n"
5781 "angles x y z : set light angles\n"
5782 "anglesx x: set x component of light angles\n"
5783 "anglesy y: set y component of light angles\n"
5784 "anglesz z: set z component of light angles\n"
5785 "color r g b : set color of light (can be brighter than 1 1 1)\n"
5786 "radius radius : set radius (size) of light\n"
5787 "colorscale grey : multiply color of light (1 does nothing)\n"
5788 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
5789 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
5790 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
5791 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
5792 "cubemap basename : set filter cubemap of light (not yet supported)\n"
5793 "shadows 1/0 : turn on/off shadows\n"
5794 "corona n : set corona intensity\n"
5795 "coronasize n : set corona size (0-1)\n"
5796 "ambient n : set ambient intensity (0-1)\n"
5797 "diffuse n : set diffuse intensity (0-1)\n"
5798 "specular n : set specular intensity (0-1)\n"
5799 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
5800 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
5801 "<nothing> : print light properties to console\n"
5805 void R_Shadow_EditLights_CopyInfo_f(void)
5807 if (!r_editlights.integer)
5809 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
5812 if (!r_shadow_selectedlight)
5814 Con_Print("No selected light.\n");
5817 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
5818 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
5819 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
5820 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
5821 if (r_shadow_selectedlight->cubemapname)
5822 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
5824 r_shadow_bufferlight.cubemapname[0] = 0;
5825 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
5826 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
5827 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
5828 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
5829 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
5830 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
5831 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
5834 void R_Shadow_EditLights_PasteInfo_f(void)
5836 if (!r_editlights.integer)
5838 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
5841 if (!r_shadow_selectedlight)
5843 Con_Print("No selected light.\n");
5846 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);
5849 void R_Shadow_EditLights_Init(void)
5851 Cvar_RegisterVariable(&r_editlights);
5852 Cvar_RegisterVariable(&r_editlights_cursordistance);
5853 Cvar_RegisterVariable(&r_editlights_cursorpushback);
5854 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
5855 Cvar_RegisterVariable(&r_editlights_cursorgrid);
5856 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
5857 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
5858 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
5859 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)");
5860 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
5861 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
5862 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
5863 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)");
5864 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
5865 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
5866 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
5867 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
5868 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
5869 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
5870 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)");
5876 =============================================================================
5880 =============================================================================
5883 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
5885 VectorClear(diffusecolor);
5886 VectorClear(diffusenormal);
5888 if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
5890 ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient;
5891 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
5894 VectorSet(ambientcolor, 1, 1, 1);
5901 for (i = 0;i < r_refdef.scene.numlights;i++)
5903 light = r_refdef.scene.lights[i];
5904 Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
5905 f = 1 - VectorLength2(v);
5906 if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
5907 VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);