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_shadowstage_e
148 R_SHADOWSTAGE_STENCIL,
149 R_SHADOWSTAGE_STENCILTWOSIDE,
150 R_SHADOWSTAGE_LIGHT_VERTEX,
151 R_SHADOWSTAGE_LIGHT_DOT3,
152 R_SHADOWSTAGE_LIGHT_GLSL,
153 R_SHADOWSTAGE_VISIBLEVOLUMES,
154 R_SHADOWSTAGE_VISIBLELIGHTING,
158 r_shadowstage_t r_shadowstage = R_SHADOWSTAGE_NONE;
160 mempool_t *r_shadow_mempool;
162 int maxshadowelements;
176 int r_shadow_buffer_numleafpvsbytes;
177 qbyte *r_shadow_buffer_leafpvs;
178 int *r_shadow_buffer_leaflist;
180 int r_shadow_buffer_numsurfacepvsbytes;
181 qbyte *r_shadow_buffer_surfacepvs;
182 int *r_shadow_buffer_surfacelist;
184 rtexturepool_t *r_shadow_texturepool;
185 rtexture_t *r_shadow_attenuation2dtexture;
186 rtexture_t *r_shadow_attenuation3dtexture;
188 // lights are reloaded when this changes
189 char r_shadow_mapname[MAX_QPATH];
191 // used only for light filters (cubemaps)
192 rtexturepool_t *r_shadow_filters_texturepool;
194 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
195 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
196 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
197 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"};
198 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
199 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
200 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
201 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
202 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
203 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
204 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
205 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
206 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1"};
207 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0"};
208 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
209 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
210 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
211 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
212 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
213 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
214 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
215 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
216 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
217 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
218 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
219 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
220 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
221 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
222 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0"};
223 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"};
224 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"};
225 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0"};
226 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"};
227 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
228 cvar_t r_editlights = {0, "r_editlights", "0"};
229 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
230 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"};
231 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"};
232 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"};
233 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
235 float r_shadow_attenpower, r_shadow_attenscale;
237 rtlight_t *r_shadow_compilingrtlight;
238 dlight_t *r_shadow_worldlightchain;
239 dlight_t *r_shadow_selectedlight;
240 dlight_t r_shadow_bufferlight;
241 vec3_t r_editlights_cursorlocation;
243 rtexture_t *lighttextures[5];
245 extern int con_vislines;
247 typedef struct cubemapinfo_s
254 #define MAX_CUBEMAPS 256
255 static int numcubemaps;
256 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
258 #define SHADERPERMUTATION_SPECULAR (1<<0)
259 #define SHADERPERMUTATION_FOG (1<<1)
260 #define SHADERPERMUTATION_CUBEFILTER (1<<2)
261 #define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
262 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<4)
263 #define SHADERPERMUTATION_GEFORCEFX (1<<5)
264 #define SHADERPERMUTATION_COUNT (1<<6)
266 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
268 void R_Shadow_UncompileWorldLights(void);
269 void R_Shadow_ClearWorldLights(void);
270 void R_Shadow_SaveWorldLights(void);
271 void R_Shadow_LoadWorldLights(void);
272 void R_Shadow_LoadLightsFile(void);
273 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
274 void R_Shadow_EditLights_Reload_f(void);
275 void R_Shadow_ValidateCvars(void);
276 static void R_Shadow_MakeTextures(void);
277 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
279 const char *builtinshader_light_vert =
280 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
281 "// written by Forest 'LordHavoc' Hale\n"
283 "uniform vec3 LightPosition;\n"
285 "varying vec2 TexCoord;\n"
286 "varying vec3 CubeVector;\n"
287 "varying vec3 LightVector;\n"
289 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
290 "uniform vec3 EyePosition;\n"
291 "varying vec3 EyeVector;\n"
294 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
298 " // copy the surface texcoord\n"
299 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
301 " // transform vertex position into light attenuation/cubemap space\n"
302 " // (-1 to +1 across the light box)\n"
303 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
305 " // transform unnormalized light direction into tangent space\n"
306 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
307 " // normalize it per pixel)\n"
308 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
309 " LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
310 " LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
311 " LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
313 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
314 " // transform unnormalized eye direction into tangent space\n"
315 " vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
316 " EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
317 " EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
318 " EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
321 " // transform vertex to camera space, using ftransform to match non-VS\n"
323 " gl_Position = ftransform();\n"
327 const char *builtinshader_light_frag =
328 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
329 "// written by Forest 'LordHavoc' Hale\n"
331 "// use half floats if available for math performance\n"
333 "#define myhalf half\n"
334 "#define myhvec2 hvec2\n"
335 "#define myhvec3 hvec3\n"
336 "#define myhvec4 hvec4\n"
338 "#define myhalf float\n"
339 "#define myhvec2 vec2\n"
340 "#define myhvec3 vec3\n"
341 "#define myhvec4 vec4\n"
344 "uniform myhvec3 LightColor;\n"
345 "#ifdef USEOFFSETMAPPING\n"
346 "uniform myhalf OffsetMapping_Scale;\n"
347 "uniform myhalf OffsetMapping_Bias;\n"
349 "#ifdef USESPECULAR\n"
350 "uniform myhalf SpecularPower;\n"
353 "uniform myhalf FogRangeRecip;\n"
355 "uniform myhalf AmbientScale;\n"
356 "uniform myhalf DiffuseScale;\n"
357 "#ifdef USESPECULAR\n"
358 "uniform myhalf SpecularScale;\n"
361 "uniform sampler2D Texture_Normal;\n"
362 "uniform sampler2D Texture_Color;\n"
363 "#ifdef USESPECULAR\n"
364 "uniform sampler2D Texture_Gloss;\n"
366 "#ifdef USECUBEFILTER\n"
367 "uniform samplerCube Texture_Cube;\n"
370 "uniform sampler2D Texture_FogMask;\n"
373 "varying vec2 TexCoord;\n"
374 "varying vec3 CubeVector;\n"
375 "varying vec3 LightVector;\n"
376 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
377 "varying vec3 EyeVector;\n"
384 " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
385 " // center and sharp falloff at the edge, this is about the most efficient\n"
386 " // we can get away with as far as providing illumination.\n"
388 " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
389 " // provide significant illumination, large = slow = pain.\n"
390 " myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
394 " colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
397 "#ifdef USEOFFSETMAPPING\n"
398 " // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
399 " myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
400 " myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
401 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
402 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
403 "#define TexCoord TexCoordOffset\n"
406 " // get the surface normal\n"
407 "#ifdef SURFACENORMALIZE\n"
408 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
410 " myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
413 " // calculate shading\n"
414 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
415 " myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
416 "#ifdef USESPECULAR\n"
417 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
418 " color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
421 "#ifdef USECUBEFILTER\n"
422 " // apply light cubemap filter\n"
423 " color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
426 " // calculate fragment color (apply light color and attenuation/fog scaling)\n"
427 " gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
431 void r_shadow_start(void)
434 // use half float math where available (speed gain on NVIDIA GFFX and GF6)
435 if (gl_support_half_float)
436 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
437 // allocate vertex processing arrays
439 r_shadow_attenuation2dtexture = NULL;
440 r_shadow_attenuation3dtexture = NULL;
441 r_shadow_texturepool = NULL;
442 r_shadow_filters_texturepool = NULL;
443 R_Shadow_ValidateCvars();
444 R_Shadow_MakeTextures();
445 maxshadowelements = 0;
446 shadowelements = NULL;
454 shadowmarklist = NULL;
456 r_shadow_buffer_numleafpvsbytes = 0;
457 r_shadow_buffer_leafpvs = NULL;
458 r_shadow_buffer_leaflist = NULL;
459 r_shadow_buffer_numsurfacepvsbytes = 0;
460 r_shadow_buffer_surfacepvs = NULL;
461 r_shadow_buffer_surfacelist = NULL;
462 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
463 r_shadow_program_light[i] = 0;
464 if (gl_support_fragment_shader)
466 char *vertstring, *fragstring;
467 int vertstrings_count;
468 int fragstrings_count;
469 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
470 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
471 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false);
472 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false);
473 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
475 vertstrings_count = 0;
476 fragstrings_count = 0;
477 if (i & SHADERPERMUTATION_SPECULAR)
479 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
480 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
482 if (i & SHADERPERMUTATION_FOG)
484 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
485 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
487 if (i & SHADERPERMUTATION_CUBEFILTER)
489 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
490 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
492 if (i & SHADERPERMUTATION_OFFSETMAPPING)
494 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
495 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
497 if (i & SHADERPERMUTATION_SURFACENORMALIZE)
499 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
500 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
502 if (i & SHADERPERMUTATION_GEFORCEFX)
504 // if the extension does not exist, don't try to compile it
505 if (!gl_support_half_float)
507 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
508 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
510 vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
511 fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
512 r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
513 if (!r_shadow_program_light[i])
515 Con_Printf("permutation %s %s %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", i & 16 ? "surfacenormalize" : "", i & 32 ? "geforcefx" : "", "glsl/light");
518 qglUseProgramObjectARB(r_shadow_program_light[i]);
519 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
520 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
521 if (i & SHADERPERMUTATION_SPECULAR)
523 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
525 if (i & SHADERPERMUTATION_CUBEFILTER)
527 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
529 if (i & SHADERPERMUTATION_FOG)
531 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
534 qglUseProgramObjectARB(0);
536 Mem_Free(fragstring);
538 Mem_Free(vertstring);
542 void r_shadow_shutdown(void)
545 R_Shadow_UncompileWorldLights();
546 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
548 if (r_shadow_program_light[i])
550 GL_Backend_FreeProgram(r_shadow_program_light[i]);
551 r_shadow_program_light[i] = 0;
555 r_shadow_attenuation2dtexture = NULL;
556 r_shadow_attenuation3dtexture = NULL;
557 R_FreeTexturePool(&r_shadow_texturepool);
558 R_FreeTexturePool(&r_shadow_filters_texturepool);
559 maxshadowelements = 0;
561 Mem_Free(shadowelements);
562 shadowelements = NULL;
565 Mem_Free(vertexupdate);
568 Mem_Free(vertexremap);
574 Mem_Free(shadowmark);
577 Mem_Free(shadowmarklist);
578 shadowmarklist = NULL;
580 r_shadow_buffer_numleafpvsbytes = 0;
581 if (r_shadow_buffer_leafpvs)
582 Mem_Free(r_shadow_buffer_leafpvs);
583 r_shadow_buffer_leafpvs = NULL;
584 if (r_shadow_buffer_leaflist)
585 Mem_Free(r_shadow_buffer_leaflist);
586 r_shadow_buffer_leaflist = NULL;
587 r_shadow_buffer_numsurfacepvsbytes = 0;
588 if (r_shadow_buffer_surfacepvs)
589 Mem_Free(r_shadow_buffer_surfacepvs);
590 r_shadow_buffer_surfacepvs = NULL;
591 if (r_shadow_buffer_surfacelist)
592 Mem_Free(r_shadow_buffer_surfacelist);
593 r_shadow_buffer_surfacelist = NULL;
596 void r_shadow_newmap(void)
600 void R_Shadow_Help_f(void)
603 "Documentation on r_shadow system:\n"
605 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
606 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
607 "r_shadow_debuglight : render only this light number (-1 = all)\n"
608 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
609 "r_shadow_gloss2intensity : brightness of forced gloss\n"
610 "r_shadow_glossintensity : brightness of textured gloss\n"
611 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
612 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
613 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
614 "r_shadow_portallight : use portal visibility for static light precomputation\n"
615 "r_shadow_projectdistance : shadow volume projection distance\n"
616 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
617 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
618 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
619 "r_shadow_realtime_world : use high quality world lighting mode\n"
620 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
621 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
622 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
623 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
624 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
625 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
626 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
627 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
628 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
629 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
630 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
631 "r_shadow_scissor : use scissor optimization\n"
632 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
633 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
634 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
635 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
636 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
637 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
639 "r_shadow_help : this help\n"
643 void R_Shadow_Init(void)
645 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
646 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
647 Cvar_RegisterVariable(&r_shadow_debuglight);
648 Cvar_RegisterVariable(&r_shadow_gloss);
649 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
650 Cvar_RegisterVariable(&r_shadow_glossintensity);
651 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
652 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
653 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
654 Cvar_RegisterVariable(&r_shadow_portallight);
655 Cvar_RegisterVariable(&r_shadow_projectdistance);
656 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
657 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
658 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
659 Cvar_RegisterVariable(&r_shadow_realtime_world);
660 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
661 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
662 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
663 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
664 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
665 Cvar_RegisterVariable(&r_shadow_scissor);
666 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
667 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
668 Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
669 Cvar_RegisterVariable(&r_shadow_texture3d);
670 Cvar_RegisterVariable(&r_shadow_visiblelighting);
671 Cvar_RegisterVariable(&r_shadow_visiblevolumes);
672 Cvar_RegisterVariable(&r_shadow_glsl);
673 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
674 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
675 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
676 Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
677 Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
678 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
679 if (gamemode == GAME_TENEBRAE)
681 Cvar_SetValue("r_shadow_gloss", 2);
682 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
684 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
685 R_Shadow_EditLights_Init();
686 r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
687 r_shadow_worldlightchain = NULL;
688 maxshadowelements = 0;
689 shadowelements = NULL;
697 shadowmarklist = NULL;
699 r_shadow_buffer_numleafpvsbytes = 0;
700 r_shadow_buffer_leafpvs = NULL;
701 r_shadow_buffer_leaflist = NULL;
702 r_shadow_buffer_numsurfacepvsbytes = 0;
703 r_shadow_buffer_surfacepvs = NULL;
704 r_shadow_buffer_surfacelist = NULL;
705 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
708 matrix4x4_t matrix_attenuationxyz =
711 {0.5, 0.0, 0.0, 0.5},
712 {0.0, 0.5, 0.0, 0.5},
713 {0.0, 0.0, 0.5, 0.5},
718 matrix4x4_t matrix_attenuationz =
721 {0.0, 0.0, 0.5, 0.5},
722 {0.0, 0.0, 0.0, 0.5},
723 {0.0, 0.0, 0.0, 0.5},
728 int *R_Shadow_ResizeShadowElements(int numtris)
730 // make sure shadowelements is big enough for this volume
731 if (maxshadowelements < numtris * 24)
733 maxshadowelements = numtris * 24;
735 Mem_Free(shadowelements);
736 shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
738 return shadowelements;
741 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
743 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
744 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
745 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
747 if (r_shadow_buffer_leafpvs)
748 Mem_Free(r_shadow_buffer_leafpvs);
749 if (r_shadow_buffer_leaflist)
750 Mem_Free(r_shadow_buffer_leaflist);
751 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
752 r_shadow_buffer_leafpvs = (qbyte *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
753 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
755 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
757 if (r_shadow_buffer_surfacepvs)
758 Mem_Free(r_shadow_buffer_surfacepvs);
759 if (r_shadow_buffer_surfacelist)
760 Mem_Free(r_shadow_buffer_surfacelist);
761 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
762 r_shadow_buffer_surfacepvs = (qbyte *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
763 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
767 void R_Shadow_PrepareShadowMark(int numtris)
769 // make sure shadowmark is big enough for this volume
770 if (maxshadowmark < numtris)
772 maxshadowmark = numtris;
774 Mem_Free(shadowmark);
776 Mem_Free(shadowmarklist);
777 shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
778 shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
782 // if shadowmarkcount wrapped we clear the array and adjust accordingly
783 if (shadowmarkcount == 0)
786 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
791 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
794 int outtriangles = 0, outvertices = 0;
798 if (maxvertexupdate < innumvertices)
800 maxvertexupdate = innumvertices;
802 Mem_Free(vertexupdate);
804 Mem_Free(vertexremap);
805 vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
806 vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
810 if (vertexupdatenum == 0)
813 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
814 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
817 for (i = 0;i < numshadowmarktris;i++)
818 shadowmark[shadowmarktris[i]] = shadowmarkcount;
820 for (i = 0;i < numshadowmarktris;i++)
822 element = inelement3i + shadowmarktris[i] * 3;
823 // make sure the vertices are created
824 for (j = 0;j < 3;j++)
826 if (vertexupdate[element[j]] != vertexupdatenum)
828 float ratio, direction[3];
829 vertexupdate[element[j]] = vertexupdatenum;
830 vertexremap[element[j]] = outvertices;
831 vertex = invertex3f + element[j] * 3;
832 // project one copy of the vertex to the sphere radius of the light
833 // (FIXME: would projecting it to the light box be better?)
834 VectorSubtract(vertex, projectorigin, direction);
835 ratio = projectdistance / VectorLength(direction);
836 VectorCopy(vertex, outvertex3f);
837 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
844 for (i = 0;i < numshadowmarktris;i++)
846 int remappedelement[3];
848 const int *neighbortriangle;
850 markindex = shadowmarktris[i] * 3;
851 element = inelement3i + markindex;
852 neighbortriangle = inneighbor3i + markindex;
853 // output the front and back triangles
854 outelement3i[0] = vertexremap[element[0]];
855 outelement3i[1] = vertexremap[element[1]];
856 outelement3i[2] = vertexremap[element[2]];
857 outelement3i[3] = vertexremap[element[2]] + 1;
858 outelement3i[4] = vertexremap[element[1]] + 1;
859 outelement3i[5] = vertexremap[element[0]] + 1;
863 // output the sides (facing outward from this triangle)
864 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
866 remappedelement[0] = vertexremap[element[0]];
867 remappedelement[1] = vertexremap[element[1]];
868 outelement3i[0] = remappedelement[1];
869 outelement3i[1] = remappedelement[0];
870 outelement3i[2] = remappedelement[0] + 1;
871 outelement3i[3] = remappedelement[1];
872 outelement3i[4] = remappedelement[0] + 1;
873 outelement3i[5] = remappedelement[1] + 1;
878 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
880 remappedelement[1] = vertexremap[element[1]];
881 remappedelement[2] = vertexremap[element[2]];
882 outelement3i[0] = remappedelement[2];
883 outelement3i[1] = remappedelement[1];
884 outelement3i[2] = remappedelement[1] + 1;
885 outelement3i[3] = remappedelement[2];
886 outelement3i[4] = remappedelement[1] + 1;
887 outelement3i[5] = remappedelement[2] + 1;
892 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
894 remappedelement[0] = vertexremap[element[0]];
895 remappedelement[2] = vertexremap[element[2]];
896 outelement3i[0] = remappedelement[0];
897 outelement3i[1] = remappedelement[2];
898 outelement3i[2] = remappedelement[2] + 1;
899 outelement3i[3] = remappedelement[0];
900 outelement3i[4] = remappedelement[2] + 1;
901 outelement3i[5] = remappedelement[0] + 1;
908 *outnumvertices = outvertices;
912 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
915 if (projectdistance < 0.1)
917 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
920 if (!numverts || !nummarktris)
922 // make sure shadowelements is big enough for this volume
923 if (maxshadowelements < nummarktris * 24)
924 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
925 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
926 renderstats.lights_dynamicshadowtriangles += tris;
927 R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
930 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
935 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
937 tend = firsttriangle + numtris;
938 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
939 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
940 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
942 // surface box entirely inside light box, no box cull
943 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
944 if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
945 shadowmarklist[numshadowmark++] = t;
949 // surface box not entirely inside light box, cull each triangle
950 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
952 v[0] = invertex3f + e[0] * 3;
953 v[1] = invertex3f + e[1] * 3;
954 v[2] = invertex3f + e[2] * 3;
955 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
956 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
957 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
958 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
959 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
960 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
961 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
962 shadowmarklist[numshadowmark++] = t;
967 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
970 if (r_shadow_compilingrtlight)
972 // if we're compiling an rtlight, capture the mesh
973 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
976 renderstats.lights_shadowtriangles += numtriangles;
977 memset(&m, 0, sizeof(m));
978 m.pointer_vertex = vertex3f;
980 GL_LockArrays(0, numvertices);
981 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
983 // decrement stencil if backface is behind depthbuffer
984 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
985 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
986 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
987 // increment stencil if frontface is behind depthbuffer
988 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
989 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
991 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
995 static void R_Shadow_MakeTextures(void)
998 float v[3], intensity;
1000 R_FreeTexturePool(&r_shadow_texturepool);
1001 r_shadow_texturepool = R_AllocTexturePool();
1002 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1003 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1004 #define ATTEN2DSIZE 64
1005 #define ATTEN3DSIZE 32
1006 data = (qbyte *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1007 for (y = 0;y < ATTEN2DSIZE;y++)
1009 for (x = 0;x < ATTEN2DSIZE;x++)
1011 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1012 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1014 intensity = 1.0f - sqrt(DotProduct(v, v));
1016 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1017 d = bound(0, intensity, 255);
1018 data[(y*ATTEN2DSIZE+x)*4+0] = d;
1019 data[(y*ATTEN2DSIZE+x)*4+1] = d;
1020 data[(y*ATTEN2DSIZE+x)*4+2] = d;
1021 data[(y*ATTEN2DSIZE+x)*4+3] = d;
1024 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1025 if (r_shadow_texture3d.integer)
1027 for (z = 0;z < ATTEN3DSIZE;z++)
1029 for (y = 0;y < ATTEN3DSIZE;y++)
1031 for (x = 0;x < ATTEN3DSIZE;x++)
1033 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1034 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1035 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1036 intensity = 1.0f - sqrt(DotProduct(v, v));
1038 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1039 d = bound(0, intensity, 255);
1040 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1041 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1042 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1043 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1047 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1052 void R_Shadow_ValidateCvars(void)
1054 if (r_shadow_texture3d.integer && !gl_texture3d)
1055 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1056 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1057 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1060 // light currently being rendered
1061 rtlight_t *r_shadow_rtlight;
1062 // light filter cubemap being used by the light
1063 static rtexture_t *r_shadow_lightcubemap;
1065 // this is the location of the eye in entity space
1066 static vec3_t r_shadow_entityeyeorigin;
1067 // this is the location of the light in entity space
1068 static vec3_t r_shadow_entitylightorigin;
1069 // this transforms entity coordinates to light filter cubemap coordinates
1070 // (also often used for other purposes)
1071 static matrix4x4_t r_shadow_entitytolight;
1072 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1073 // of attenuation texturing in full 3D (Z result often ignored)
1074 static matrix4x4_t r_shadow_entitytoattenuationxyz;
1075 // this transforms only the Z to S, and T is always 0.5
1076 static matrix4x4_t r_shadow_entitytoattenuationz;
1077 // rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
1078 static vec3_t r_shadow_entitylightcolorbase;
1079 // rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_pantscolor * ent->alpha
1080 static vec3_t r_shadow_entitylightcolorpants;
1081 // rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_shirtcolor * ent->alpha
1082 static vec3_t r_shadow_entitylightcolorshirt;
1084 static int r_shadow_lightpermutation;
1085 static int r_shadow_lightprog;
1087 void R_Shadow_Stage_Begin(void)
1091 R_Shadow_ValidateCvars();
1093 if (!r_shadow_attenuation2dtexture
1094 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1095 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1096 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1097 R_Shadow_MakeTextures();
1099 memset(&m, 0, sizeof(m));
1100 GL_BlendFunc(GL_ONE, GL_ZERO);
1101 GL_DepthMask(false);
1104 GL_Color(0, 0, 0, 1);
1105 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1106 qglEnable(GL_CULL_FACE);
1107 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1108 r_shadowstage = R_SHADOWSTAGE_NONE;
1111 void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight)
1113 r_shadow_rtlight = rtlight;
1116 void R_Shadow_Stage_Reset(void)
1119 if (gl_support_stenciltwoside)
1120 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1121 if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
1123 qglUseProgramObjectARB(0);
1124 // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers
1125 qglBegin(GL_TRIANGLES);
1129 memset(&m, 0, sizeof(m));
1133 void R_Shadow_Stage_StencilShadowVolumes(void)
1135 R_Shadow_Stage_Reset();
1136 GL_Color(1, 1, 1, 1);
1137 GL_ColorMask(0, 0, 0, 0);
1138 GL_BlendFunc(GL_ONE, GL_ZERO);
1139 GL_DepthMask(false);
1141 qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1142 //if (r_shadow_shadow_polygonoffset.value != 0)
1144 // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1145 // qglEnable(GL_POLYGON_OFFSET_FILL);
1148 // qglDisable(GL_POLYGON_OFFSET_FILL);
1149 qglDepthFunc(GL_LESS);
1150 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1151 qglEnable(GL_STENCIL_TEST);
1152 qglStencilFunc(GL_ALWAYS, 128, ~0);
1153 if (gl_ext_stenciltwoside.integer)
1155 r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
1156 qglDisable(GL_CULL_FACE);
1157 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1158 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1160 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1161 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1163 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1167 r_shadowstage = R_SHADOWSTAGE_STENCIL;
1168 qglEnable(GL_CULL_FACE);
1170 // this is changed by every shadow render so its value here is unimportant
1171 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1173 GL_Clear(GL_STENCIL_BUFFER_BIT);
1174 renderstats.lights_clears++;
1177 void R_Shadow_Stage_Lighting(int stenciltest)
1180 R_Shadow_Stage_Reset();
1181 GL_BlendFunc(GL_ONE, GL_ONE);
1182 GL_DepthMask(false);
1184 qglPolygonOffset(0, 0);
1185 //qglDisable(GL_POLYGON_OFFSET_FILL);
1186 GL_Color(1, 1, 1, 1);
1187 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1188 qglDepthFunc(GL_EQUAL);
1189 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1190 qglEnable(GL_CULL_FACE);
1191 if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE)
1192 qglEnable(GL_STENCIL_TEST);
1194 qglDisable(GL_STENCIL_TEST);
1196 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1197 // only draw light where this geometry was already rendered AND the
1198 // stencil is 128 (values other than this mean shadow)
1199 qglStencilFunc(GL_EQUAL, 128, ~0);
1200 if (r_shadow_glsl.integer && r_shadow_program_light[0])
1202 r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL;
1203 memset(&m, 0, sizeof(m));
1204 m.pointer_vertex = varray_vertex3f;
1205 m.pointer_texcoord[0] = varray_texcoord2f[0];
1206 m.pointer_texcoord3f[1] = varray_svector3f;
1207 m.pointer_texcoord3f[2] = varray_tvector3f;
1208 m.pointer_texcoord3f[3] = varray_normal3f;
1209 m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal
1210 m.tex[1] = R_GetTexture(r_texture_white); // diffuse
1211 m.tex[2] = R_GetTexture(r_texture_white); // gloss
1212 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
1213 // TODO: support fog (after renderer is converted to texture fog)
1214 m.tex[4] = R_GetTexture(r_texture_white); // fog
1215 //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
1217 GL_BlendFunc(GL_ONE, GL_ONE);
1218 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1220 r_shadow_lightpermutation = 0;
1221 // only add a feature to the permutation if that permutation exists
1222 // (otherwise it might end up not using a shader at all, which looks
1223 // worse than using less features)
1224 if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1225 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1226 //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1227 // r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1228 if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1229 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1230 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1231 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1232 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1233 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1234 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1235 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1236 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1237 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1238 // TODO: support fog (after renderer is converted to texture fog)
1239 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1241 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR
1243 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1244 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1245 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1247 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1248 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
1250 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1251 //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
1252 //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1254 // qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
1256 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1258 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1259 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1262 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1263 r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
1265 r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
1268 void R_Shadow_Stage_VisibleShadowVolumes(void)
1270 R_Shadow_Stage_Reset();
1271 GL_BlendFunc(GL_ONE, GL_ONE);
1272 GL_DepthMask(false);
1273 GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1274 qglPolygonOffset(0, 0);
1275 GL_Color(0.0, 0.0125, 0.1, 1);
1276 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1277 qglDepthFunc(GL_GEQUAL);
1278 qglCullFace(GL_FRONT); // this culls back
1279 qglDisable(GL_CULL_FACE);
1280 qglDisable(GL_STENCIL_TEST);
1281 r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES;
1284 void R_Shadow_Stage_VisibleLighting(int stenciltest)
1286 R_Shadow_Stage_Reset();
1287 GL_BlendFunc(GL_ONE, GL_ONE);
1288 GL_DepthMask(false);
1289 GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1290 qglPolygonOffset(0, 0);
1291 GL_Color(0.1, 0.0125, 0, 1);
1292 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1293 qglDepthFunc(GL_EQUAL);
1294 qglCullFace(GL_FRONT); // this culls back
1295 qglEnable(GL_CULL_FACE);
1297 qglEnable(GL_STENCIL_TEST);
1299 qglDisable(GL_STENCIL_TEST);
1300 r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING;
1303 void R_Shadow_Stage_End(void)
1305 R_Shadow_Stage_Reset();
1306 R_Shadow_Stage_ActiveLight(NULL);
1307 GL_BlendFunc(GL_ONE, GL_ZERO);
1310 qglPolygonOffset(0, 0);
1311 //qglDisable(GL_POLYGON_OFFSET_FILL);
1312 GL_Color(1, 1, 1, 1);
1313 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1314 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1315 qglDepthFunc(GL_LEQUAL);
1316 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1317 qglDisable(GL_STENCIL_TEST);
1318 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1319 if (gl_support_stenciltwoside)
1320 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1322 qglStencilFunc(GL_ALWAYS, 128, ~0);
1323 r_shadowstage = R_SHADOWSTAGE_NONE;
1326 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1328 int i, ix1, iy1, ix2, iy2;
1329 float x1, y1, x2, y2;
1332 mplane_t planes[11];
1333 float vertex3f[256*3];
1335 // if view is inside the light box, just say yes it's visible
1336 if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1338 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1342 // create a temporary brush describing the area the light can affect in worldspace
1343 VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1344 VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1345 VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1346 VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1347 VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1348 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1349 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1350 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1351 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1352 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1353 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1355 // turn the brush into a mesh
1356 memset(&mesh, 0, sizeof(rmesh_t));
1357 mesh.maxvertices = 256;
1358 mesh.vertex3f = vertex3f;
1359 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1360 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1362 // if that mesh is empty, the light is not visible at all
1363 if (!mesh.numvertices)
1366 if (!r_shadow_scissor.integer)
1369 // if that mesh is not empty, check what area of the screen it covers
1370 x1 = y1 = x2 = y2 = 0;
1372 for (i = 0;i < mesh.numvertices;i++)
1374 VectorCopy(mesh.vertex3f + i * 3, v);
1375 GL_TransformToScreen(v, v2);
1376 //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]);
1379 if (x1 > v2[0]) x1 = v2[0];
1380 if (x2 < v2[0]) x2 = v2[0];
1381 if (y1 > v2[1]) y1 = v2[1];
1382 if (y2 < v2[1]) y2 = v2[1];
1391 // now convert the scissor rectangle to integer screen coordinates
1396 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1398 // clamp it to the screen
1399 if (ix1 < r_view_x) ix1 = r_view_x;
1400 if (iy1 < r_view_y) iy1 = r_view_y;
1401 if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1402 if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1404 // if it is inside out, it's not visible
1405 if (ix2 <= ix1 || iy2 <= iy1)
1408 // the light area is visible, set up the scissor rectangle
1409 GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1410 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1411 //qglEnable(GL_SCISSOR_TEST);
1412 renderstats.lights_scissored++;
1416 extern float *rsurface_vertex3f;
1417 extern float *rsurface_svector3f;
1418 extern float *rsurface_tvector3f;
1419 extern float *rsurface_normal3f;
1420 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1422 static void R_Shadow_VertexShadingWithXYZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1424 int numverts = surface->num_vertices;
1425 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1426 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1427 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1428 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1429 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1431 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1432 if ((dist = DotProduct(v, v)) < 1)
1435 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1436 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1437 if ((dot = DotProduct(n, v)) > 0)
1439 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1440 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1441 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1442 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1446 color4f[0] = ambientcolor[0] * distintensity - reduce;
1447 color4f[1] = ambientcolor[1] * distintensity - reduce;
1448 color4f[2] = ambientcolor[2] * distintensity - reduce;
1450 color4f[0] = bound(0, color4f[0], 1);
1451 color4f[1] = bound(0, color4f[1], 1);
1452 color4f[2] = bound(0, color4f[2], 1);
1455 VectorClear(color4f);
1460 static void R_Shadow_VertexShadingWithZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1462 int numverts = surface->num_vertices;
1463 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1464 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1465 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1466 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1467 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1469 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1470 if ((dist = fabs(v[2])) < 1)
1472 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1473 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1474 if ((dot = DotProduct(n, v)) > 0)
1476 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1477 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
1478 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
1479 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
1483 color4f[0] = ambientcolor[0] * distintensity - reduce;
1484 color4f[1] = ambientcolor[1] * distintensity - reduce;
1485 color4f[2] = ambientcolor[2] * distintensity - reduce;
1487 color4f[0] = bound(0, color4f[0], 1);
1488 color4f[1] = bound(0, color4f[1], 1);
1489 color4f[2] = bound(0, color4f[2], 1);
1492 VectorClear(color4f);
1497 static void R_Shadow_VertexShading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
1499 int numverts = surface->num_vertices;
1500 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1501 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1502 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1503 float dot, shadeintensity, v[3], n[3];
1504 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1506 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1507 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1508 if ((dot = DotProduct(n, v)) > 0)
1510 shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
1511 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
1512 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
1513 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
1514 color4f[0] = bound(0, color4f[0], 1);
1515 color4f[1] = bound(0, color4f[1], 1);
1516 color4f[2] = bound(0, color4f[2], 1);
1519 VectorClear(color4f);
1524 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1525 #define USETEXMATRIX
1527 #ifndef USETEXMATRIX
1528 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1529 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1530 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1534 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1535 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1536 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1543 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1547 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1548 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1556 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1560 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1562 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1563 // the cubemap normalizes this for us
1564 out3f[0] = DotProduct(svector3f, lightdir);
1565 out3f[1] = DotProduct(tvector3f, lightdir);
1566 out3f[2] = DotProduct(normal3f, lightdir);
1570 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1573 float lightdir[3], eyedir[3], halfdir[3];
1574 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1576 VectorSubtract(vertex3f, relativelightorigin, lightdir);
1577 VectorNormalize(lightdir);
1578 VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
1579 VectorNormalize(eyedir);
1580 VectorAdd(lightdir, eyedir, halfdir);
1581 // the cubemap normalizes this for us
1582 out3f[0] = DotProduct(svector3f, halfdir);
1583 out3f[1] = DotProduct(tvector3f, halfdir);
1584 out3f[2] = DotProduct(normal3f, halfdir);
1588 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1590 // used to display how many times a surface is lit for level design purposes
1591 int surfacelistindex;
1593 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1594 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1595 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1596 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1597 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1598 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1599 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1600 if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
1602 GL_Color(0.1, 0.025, 0, 1);
1603 memset(&m, 0, sizeof(m));
1605 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1607 const msurface_t *surface = surfacelist[surfacelistindex];
1608 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1609 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1610 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1611 GL_LockArrays(0, 0);
1615 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1617 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1618 int surfacelistindex;
1619 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1620 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1621 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1622 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1623 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1624 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1625 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1626 // TODO: add direct pants/shirt rendering
1627 if (doambientpants || dodiffusepants)
1628 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1629 if (doambientshirt || dodiffuseshirt)
1630 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1631 if (!doambientbase && !dodiffusebase && !dospecular)
1633 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1634 R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1635 R_Mesh_TexBind(1, R_GetTexture(basetexture));
1636 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1637 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1639 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1641 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1642 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1644 const msurface_t *surface = surfacelist[surfacelistindex];
1645 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1646 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1647 if (!rsurface_svector3f)
1649 rsurface_svector3f = varray_svector3f;
1650 rsurface_tvector3f = varray_tvector3f;
1651 rsurface_normal3f = varray_normal3f;
1652 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1654 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1655 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1656 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1657 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1658 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1659 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1660 GL_LockArrays(0, 0);
1664 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
1666 // ARB path (any Geforce, any Radeon)
1667 int surfacelistindex;
1669 float color2[3], colorscale;
1671 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1672 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
1673 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1674 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
1675 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1676 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
1677 qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
1678 // TODO: add direct pants/shirt rendering
1679 if (doambientpants || dodiffusepants)
1680 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1681 if (doambientshirt || dodiffuseshirt)
1682 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
1683 if (!doambientbase && !dodiffusebase && !dospecular)
1685 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1687 const msurface_t *surface = surfacelist[surfacelistindex];
1688 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1689 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1690 if (!rsurface_svector3f)
1692 rsurface_svector3f = varray_svector3f;
1693 rsurface_tvector3f = varray_tvector3f;
1694 rsurface_normal3f = varray_normal3f;
1695 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1700 colorscale = r_shadow_rtlight->ambientscale;
1701 // colorscale accounts for how much we multiply the brightness
1704 // mult is how many times the final pass of the lighting will be
1705 // performed to get more brightness than otherwise possible.
1707 // Limit mult to 64 for sanity sake.
1708 if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1710 // 3 3D combine path (Geforce3, Radeon 8500)
1711 memset(&m, 0, sizeof(m));
1712 m.pointer_vertex = rsurface_vertex3f;
1713 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1715 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1716 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1718 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1719 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1721 m.tex[1] = R_GetTexture(basetexture);
1722 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1723 m.texmatrix[1] = texture->currenttexmatrix;
1724 m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
1726 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1727 m.texmatrix[2] = r_shadow_entitytolight;
1729 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1730 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1732 GL_BlendFunc(GL_ONE, GL_ONE);
1734 else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1736 // 2 3D combine path (Geforce3, original Radeon)
1737 memset(&m, 0, sizeof(m));
1738 m.pointer_vertex = rsurface_vertex3f;
1739 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1741 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1742 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1744 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1745 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1747 m.tex[1] = R_GetTexture(basetexture);
1748 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1749 m.texmatrix[1] = texture->currenttexmatrix;
1750 GL_BlendFunc(GL_ONE, GL_ONE);
1752 else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
1754 // 4 2D combine path (Geforce3, Radeon 8500)
1755 memset(&m, 0, sizeof(m));
1756 m.pointer_vertex = rsurface_vertex3f;
1757 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1759 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1760 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1762 m.pointer_texcoord[0] = varray_texcoord2f[0];
1763 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1765 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1767 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1768 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1770 m.pointer_texcoord[1] = varray_texcoord2f[1];
1771 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1773 m.tex[2] = R_GetTexture(basetexture);
1774 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1775 m.texmatrix[2] = texture->currenttexmatrix;
1776 if (r_shadow_lightcubemap != r_texture_whitecube)
1778 m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
1780 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1781 m.texmatrix[3] = r_shadow_entitytolight;
1783 m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1784 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1787 GL_BlendFunc(GL_ONE, GL_ONE);
1789 else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
1791 // 3 2D combine path (Geforce3, original Radeon)
1792 memset(&m, 0, sizeof(m));
1793 m.pointer_vertex = rsurface_vertex3f;
1794 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1796 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1797 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1799 m.pointer_texcoord[0] = varray_texcoord2f[0];
1800 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1802 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1804 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1805 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1807 m.pointer_texcoord[1] = varray_texcoord2f[1];
1808 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1810 m.tex[2] = R_GetTexture(basetexture);
1811 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1812 m.texmatrix[2] = texture->currenttexmatrix;
1813 GL_BlendFunc(GL_ONE, GL_ONE);
1817 // 2/2/2 2D combine path (any dot3 card)
1818 memset(&m, 0, sizeof(m));
1819 m.pointer_vertex = rsurface_vertex3f;
1820 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1822 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1823 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1825 m.pointer_texcoord[0] = varray_texcoord2f[0];
1826 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1828 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1830 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1831 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1833 m.pointer_texcoord[1] = varray_texcoord2f[1];
1834 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1837 GL_ColorMask(0,0,0,1);
1838 GL_BlendFunc(GL_ONE, GL_ZERO);
1839 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1840 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1841 GL_LockArrays(0, 0);
1843 memset(&m, 0, sizeof(m));
1844 m.pointer_vertex = rsurface_vertex3f;
1845 m.tex[0] = R_GetTexture(basetexture);
1846 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1847 m.texmatrix[0] = texture->currenttexmatrix;
1848 if (r_shadow_lightcubemap != r_texture_whitecube)
1850 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1852 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1853 m.texmatrix[1] = r_shadow_entitytolight;
1855 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1856 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1859 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1861 // this final code is shared
1863 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1864 VectorScale(lightcolorbase, colorscale, color2);
1865 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1866 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1868 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1869 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1871 GL_LockArrays(0, 0);
1876 colorscale = r_shadow_rtlight->diffusescale;
1877 // colorscale accounts for how much we multiply the brightness
1880 // mult is how many times the final pass of the lighting will be
1881 // performed to get more brightness than otherwise possible.
1883 // Limit mult to 64 for sanity sake.
1884 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1886 // 3/2 3D combine path (Geforce3, Radeon 8500)
1887 memset(&m, 0, sizeof(m));
1888 m.pointer_vertex = rsurface_vertex3f;
1889 m.tex[0] = R_GetTexture(normalmaptexture);
1890 m.texcombinergb[0] = GL_REPLACE;
1891 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1892 m.texmatrix[0] = texture->currenttexmatrix;
1893 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1894 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1895 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1896 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1897 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1899 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1900 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1902 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1903 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1906 GL_ColorMask(0,0,0,1);
1907 GL_BlendFunc(GL_ONE, GL_ZERO);
1908 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1909 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1910 GL_LockArrays(0, 0);
1912 memset(&m, 0, sizeof(m));
1913 m.pointer_vertex = rsurface_vertex3f;
1914 m.tex[0] = R_GetTexture(basetexture);
1915 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1916 m.texmatrix[0] = texture->currenttexmatrix;
1917 if (r_shadow_lightcubemap != r_texture_whitecube)
1919 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1921 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1922 m.texmatrix[1] = r_shadow_entitytolight;
1924 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1925 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1928 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1930 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
1932 // 1/2/2 3D combine path (original Radeon)
1933 memset(&m, 0, sizeof(m));
1934 m.pointer_vertex = rsurface_vertex3f;
1935 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1937 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1938 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1940 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1941 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1944 GL_ColorMask(0,0,0,1);
1945 GL_BlendFunc(GL_ONE, GL_ZERO);
1946 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1947 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1948 GL_LockArrays(0, 0);
1950 memset(&m, 0, sizeof(m));
1951 m.pointer_vertex = rsurface_vertex3f;
1952 m.tex[0] = R_GetTexture(normalmaptexture);
1953 m.texcombinergb[0] = GL_REPLACE;
1954 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1955 m.texmatrix[0] = texture->currenttexmatrix;
1956 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1957 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1958 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1959 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1961 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1962 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1963 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1964 GL_LockArrays(0, 0);
1966 memset(&m, 0, sizeof(m));
1967 m.pointer_vertex = rsurface_vertex3f;
1968 m.tex[0] = R_GetTexture(basetexture);
1969 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1970 m.texmatrix[0] = texture->currenttexmatrix;
1971 if (r_shadow_lightcubemap != r_texture_whitecube)
1973 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
1975 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1976 m.texmatrix[1] = r_shadow_entitytolight;
1978 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1979 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1982 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1984 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
1986 // 2/2 3D combine path (original Radeon)
1987 memset(&m, 0, sizeof(m));
1988 m.pointer_vertex = rsurface_vertex3f;
1989 m.tex[0] = R_GetTexture(normalmaptexture);
1990 m.texcombinergb[0] = GL_REPLACE;
1991 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1992 m.texmatrix[0] = texture->currenttexmatrix;
1993 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1994 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1995 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1996 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1998 GL_ColorMask(0,0,0,1);
1999 GL_BlendFunc(GL_ONE, GL_ZERO);
2000 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2001 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2002 GL_LockArrays(0, 0);
2004 memset(&m, 0, sizeof(m));
2005 m.pointer_vertex = rsurface_vertex3f;
2006 m.tex[0] = R_GetTexture(basetexture);
2007 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2008 m.texmatrix[0] = texture->currenttexmatrix;
2009 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2011 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2012 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2014 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2015 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2017 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2019 else if (r_textureunits.integer >= 4)
2021 // 4/2 2D combine path (Geforce3, Radeon 8500)
2022 memset(&m, 0, sizeof(m));
2023 m.pointer_vertex = rsurface_vertex3f;
2024 m.tex[0] = R_GetTexture(normalmaptexture);
2025 m.texcombinergb[0] = GL_REPLACE;
2026 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2027 m.texmatrix[0] = texture->currenttexmatrix;
2028 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2029 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2030 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2031 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2032 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2034 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2035 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2037 m.pointer_texcoord[2] = varray_texcoord2f[2];
2038 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2040 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2042 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2043 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2045 m.pointer_texcoord[3] = varray_texcoord2f[3];
2046 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2049 GL_ColorMask(0,0,0,1);
2050 GL_BlendFunc(GL_ONE, GL_ZERO);
2051 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2052 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2053 GL_LockArrays(0, 0);
2055 memset(&m, 0, sizeof(m));
2056 m.pointer_vertex = rsurface_vertex3f;
2057 m.tex[0] = R_GetTexture(basetexture);
2058 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2059 m.texmatrix[0] = texture->currenttexmatrix;
2060 if (r_shadow_lightcubemap != r_texture_whitecube)
2062 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2064 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2065 m.texmatrix[1] = r_shadow_entitytolight;
2067 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2068 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2071 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2075 // 2/2/2 2D combine path (any dot3 card)
2076 memset(&m, 0, sizeof(m));
2077 m.pointer_vertex = rsurface_vertex3f;
2078 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2080 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2081 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2083 m.pointer_texcoord[0] = varray_texcoord2f[0];
2084 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2086 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2088 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2089 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2091 m.pointer_texcoord[1] = varray_texcoord2f[1];
2092 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2095 GL_ColorMask(0,0,0,1);
2096 GL_BlendFunc(GL_ONE, GL_ZERO);
2097 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2098 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2099 GL_LockArrays(0, 0);
2101 memset(&m, 0, sizeof(m));
2102 m.pointer_vertex = rsurface_vertex3f;
2103 m.tex[0] = R_GetTexture(normalmaptexture);
2104 m.texcombinergb[0] = GL_REPLACE;
2105 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2106 m.texmatrix[0] = texture->currenttexmatrix;
2107 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2108 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2109 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2110 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2112 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2113 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2114 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2115 GL_LockArrays(0, 0);
2117 memset(&m, 0, sizeof(m));
2118 m.pointer_vertex = rsurface_vertex3f;
2119 m.tex[0] = R_GetTexture(basetexture);
2120 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2121 m.texmatrix[0] = texture->currenttexmatrix;
2122 if (r_shadow_lightcubemap != r_texture_whitecube)
2124 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2126 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2127 m.texmatrix[1] = r_shadow_entitytolight;
2129 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2130 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2133 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2135 // this final code is shared
2137 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2138 VectorScale(lightcolorbase, colorscale, color2);
2139 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2140 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2142 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2143 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2145 GL_LockArrays(0, 0);
2149 // FIXME: detect blendsquare!
2150 //if (gl_support_blendsquare)
2152 colorscale = specularscale;
2154 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2156 // 2/0/0/1/2 3D combine blendsquare path
2157 memset(&m, 0, sizeof(m));
2158 m.pointer_vertex = rsurface_vertex3f;
2159 m.tex[0] = R_GetTexture(normalmaptexture);
2160 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2161 m.texmatrix[0] = texture->currenttexmatrix;
2162 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2163 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2164 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2165 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2167 GL_ColorMask(0,0,0,1);
2168 // this squares the result
2169 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2170 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2171 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2172 GL_LockArrays(0, 0);
2174 memset(&m, 0, sizeof(m));
2175 m.pointer_vertex = rsurface_vertex3f;
2177 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2178 // square alpha in framebuffer a few times to make it shiny
2179 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2180 // these comments are a test run through this math for intensity 0.5
2181 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2182 // 0.25 * 0.25 = 0.0625 (this is another pass)
2183 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2184 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2185 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2186 GL_LockArrays(0, 0);
2188 memset(&m, 0, sizeof(m));
2189 m.pointer_vertex = rsurface_vertex3f;
2190 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2192 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2193 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2195 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2196 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2199 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2200 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2201 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2202 GL_LockArrays(0, 0);
2204 memset(&m, 0, sizeof(m));
2205 m.pointer_vertex = rsurface_vertex3f;
2206 m.tex[0] = R_GetTexture(glosstexture);
2207 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2208 m.texmatrix[0] = texture->currenttexmatrix;
2209 if (r_shadow_lightcubemap != r_texture_whitecube)
2211 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2213 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2214 m.texmatrix[1] = r_shadow_entitytolight;
2216 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2217 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2220 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2222 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2224 // 2/0/0/2 3D combine blendsquare path
2225 memset(&m, 0, sizeof(m));
2226 m.pointer_vertex = rsurface_vertex3f;
2227 m.tex[0] = R_GetTexture(normalmaptexture);
2228 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2229 m.texmatrix[0] = texture->currenttexmatrix;
2230 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2231 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2232 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2233 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2235 GL_ColorMask(0,0,0,1);
2236 // this squares the result
2237 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2238 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2239 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2240 GL_LockArrays(0, 0);
2242 memset(&m, 0, sizeof(m));
2243 m.pointer_vertex = rsurface_vertex3f;
2245 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2246 // square alpha in framebuffer a few times to make it shiny
2247 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2248 // these comments are a test run through this math for intensity 0.5
2249 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2250 // 0.25 * 0.25 = 0.0625 (this is another pass)
2251 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2252 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2253 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2254 GL_LockArrays(0, 0);
2256 memset(&m, 0, sizeof(m));
2257 m.pointer_vertex = rsurface_vertex3f;
2258 m.tex[0] = R_GetTexture(glosstexture);
2259 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2260 m.texmatrix[0] = texture->currenttexmatrix;
2261 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2263 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2264 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2266 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2267 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2269 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2273 // 2/0/0/2/2 2D combine blendsquare path
2274 memset(&m, 0, sizeof(m));
2275 m.pointer_vertex = rsurface_vertex3f;
2276 m.tex[0] = R_GetTexture(normalmaptexture);
2277 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2278 m.texmatrix[0] = texture->currenttexmatrix;
2279 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2280 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2281 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2282 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2284 GL_ColorMask(0,0,0,1);
2285 // this squares the result
2286 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2287 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2288 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2289 GL_LockArrays(0, 0);
2291 memset(&m, 0, sizeof(m));
2292 m.pointer_vertex = rsurface_vertex3f;
2294 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2295 // square alpha in framebuffer a few times to make it shiny
2296 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2297 // these comments are a test run through this math for intensity 0.5
2298 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2299 // 0.25 * 0.25 = 0.0625 (this is another pass)
2300 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2301 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2302 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2303 GL_LockArrays(0, 0);
2305 memset(&m, 0, sizeof(m));
2306 m.pointer_vertex = rsurface_vertex3f;
2307 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2309 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2310 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2312 m.pointer_texcoord[0] = varray_texcoord2f[0];
2313 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2315 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2317 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2318 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2320 m.pointer_texcoord[1] = varray_texcoord2f[1];
2321 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2324 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2325 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2326 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2327 GL_LockArrays(0, 0);
2329 memset(&m, 0, sizeof(m));
2330 m.pointer_vertex = rsurface_vertex3f;
2331 m.tex[0] = R_GetTexture(glosstexture);
2332 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2333 m.texmatrix[0] = texture->currenttexmatrix;
2334 if (r_shadow_lightcubemap != r_texture_whitecube)
2336 m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
2338 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2339 m.texmatrix[1] = r_shadow_entitytolight;
2341 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2342 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2345 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2348 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2349 VectorScale(lightcolorbase, colorscale, color2);
2350 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2351 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2353 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2354 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2356 GL_LockArrays(0, 0);
2362 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
2364 int surfacelistindex;
2366 float ambientcolor2[3], diffusecolor2[3];
2368 qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2369 qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
2370 qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2371 qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
2372 qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2373 qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
2374 //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
2375 // TODO: add direct pants/shirt rendering
2376 if (doambientpants || dodiffusepants)
2377 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
2378 if (doambientshirt || dodiffuseshirt)
2379 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
2380 if (!doambientbase && !dodiffusebase)
2382 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
2383 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
2384 GL_BlendFunc(GL_ONE, GL_ONE);
2385 memset(&m, 0, sizeof(m));
2386 m.tex[0] = R_GetTexture(basetexture);
2387 if (r_textureunits.integer >= 2)
2390 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2392 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2394 m.pointer_texcoord[1] = varray_texcoord2f[1];
2395 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2397 if (r_textureunits.integer >= 3)
2399 // Geforce3/Radeon class but not using dot3
2400 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2402 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2404 m.pointer_texcoord[2] = varray_texcoord2f[2];
2405 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2409 m.pointer_color = varray_color4f;
2411 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2413 const msurface_t *surface = surfacelist[surfacelistindex];
2414 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2415 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
2416 if (!rsurface_svector3f)
2418 rsurface_svector3f = varray_svector3f;
2419 rsurface_tvector3f = varray_tvector3f;
2420 rsurface_normal3f = varray_normal3f;
2421 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2423 // OpenGL 1.1 path (anything)
2424 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2425 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2426 if (r_textureunits.integer >= 2)
2430 R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2432 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2434 if (r_textureunits.integer >= 3)
2436 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2438 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2440 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2444 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2446 if (r_textureunits.integer >= 3)
2447 R_Shadow_VertexShading(surface, diffusecolor2, ambientcolor2, renders);
2448 else if (r_textureunits.integer >= 2)
2449 R_Shadow_VertexShadingWithZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2451 R_Shadow_VertexShadingWithXYZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
2452 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2453 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2454 GL_LockArrays(0, 0);
2459 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
2461 // FIXME: support MATERIALFLAG_NODEPTHTEST
2462 switch (r_shadowstage)
2464 case R_SHADOWSTAGE_VISIBLELIGHTING:
2465 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2467 case R_SHADOWSTAGE_LIGHT_GLSL:
2468 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2470 case R_SHADOWSTAGE_LIGHT_DOT3:
2471 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2473 case R_SHADOWSTAGE_LIGHT_VERTEX:
2474 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
2477 Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage);
2482 void R_RTLight_Update(dlight_t *light, int isstatic)
2486 rtlight_t *rtlight = &light->rtlight;
2487 R_RTLight_Uncompile(rtlight);
2488 memset(rtlight, 0, sizeof(*rtlight));
2490 VectorCopy(light->origin, rtlight->shadoworigin);
2491 VectorCopy(light->color, rtlight->color);
2492 rtlight->radius = light->radius;
2493 //rtlight->cullradius = rtlight->radius;
2494 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2495 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2496 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2497 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2498 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2499 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2500 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2501 rtlight->cubemapname[0] = 0;
2502 if (light->cubemapname[0])
2503 strcpy(rtlight->cubemapname, light->cubemapname);
2504 else if (light->cubemapnum > 0)
2505 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2506 rtlight->shadow = light->shadow;
2507 rtlight->corona = light->corona;
2508 rtlight->style = light->style;
2509 rtlight->isstatic = isstatic;
2510 rtlight->coronasizescale = light->coronasizescale;
2511 rtlight->ambientscale = light->ambientscale;
2512 rtlight->diffusescale = light->diffusescale;
2513 rtlight->specularscale = light->specularscale;
2514 rtlight->flags = light->flags;
2515 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2516 // ConcatScale won't work here because this needs to scale rotate and
2517 // translate, not just rotate
2518 scale = 1.0f / rtlight->radius;
2519 for (k = 0;k < 3;k++)
2520 for (j = 0;j < 4;j++)
2521 rtlight->matrix_worldtolight.m[k][j] *= scale;
2523 rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2524 rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2525 VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2526 rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2529 // compiles rtlight geometry
2530 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2531 void R_RTLight_Compile(rtlight_t *rtlight)
2533 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2534 entity_render_t *ent = r_refdef.worldentity;
2535 model_t *model = r_refdef.worldmodel;
2538 // compile the light
2539 rtlight->compiled = true;
2540 rtlight->static_numleafs = 0;
2541 rtlight->static_numleafpvsbytes = 0;
2542 rtlight->static_leaflist = NULL;
2543 rtlight->static_leafpvs = NULL;
2544 rtlight->static_numsurfaces = 0;
2545 rtlight->static_surfacelist = NULL;
2546 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2547 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2548 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2549 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2550 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2551 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2553 if (model && model->GetLightInfo)
2555 // this variable must be set for the CompileShadowVolume code
2556 r_shadow_compilingrtlight = rtlight;
2557 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2558 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);
2559 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2560 data = (qbyte *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2561 rtlight->static_numleafs = numleafs;
2562 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2563 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2564 rtlight->static_leafpvs = (qbyte *)data;data += numleafpvsbytes;
2565 rtlight->static_numsurfaces = numsurfaces;
2566 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2568 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2569 if (numleafpvsbytes)
2570 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2572 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2573 if (model->CompileShadowVolume && rtlight->shadow)
2574 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2575 // now we're done compiling the rtlight
2576 r_shadow_compilingrtlight = NULL;
2580 // use smallest available cullradius - box radius or light radius
2581 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2582 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2586 if (rtlight->static_meshchain_shadow)
2589 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2592 shadowtris += mesh->numtriangles;
2596 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2599 void R_RTLight_Uncompile(rtlight_t *rtlight)
2601 if (rtlight->compiled)
2603 if (rtlight->static_meshchain_shadow)
2604 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2605 rtlight->static_meshchain_shadow = NULL;
2606 // these allocations are grouped
2607 if (rtlight->static_leaflist)
2608 Mem_Free(rtlight->static_leaflist);
2609 rtlight->static_numleafs = 0;
2610 rtlight->static_numleafpvsbytes = 0;
2611 rtlight->static_leaflist = NULL;
2612 rtlight->static_leafpvs = NULL;
2613 rtlight->static_numsurfaces = 0;
2614 rtlight->static_surfacelist = NULL;
2615 rtlight->compiled = false;
2619 void R_Shadow_UncompileWorldLights(void)
2622 for (light = r_shadow_worldlightchain;light;light = light->next)
2623 R_RTLight_Uncompile(&light->rtlight);
2626 void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2628 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2629 vec_t relativeshadowradius;
2630 if (ent == r_refdef.worldentity)
2632 if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2635 R_Mesh_Matrix(&ent->matrix);
2636 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2638 renderstats.lights_shadowtriangles += mesh->numtriangles;
2639 R_Mesh_VertexPointer(mesh->vertex3f);
2640 GL_LockArrays(0, mesh->numverts);
2641 if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
2643 // decrement stencil if backface is behind depthbuffer
2644 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2645 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2646 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2647 // increment stencil if frontface is behind depthbuffer
2648 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2649 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2651 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2652 GL_LockArrays(0, 0);
2655 else if (numsurfaces)
2657 R_Mesh_Matrix(&ent->matrix);
2658 ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
2663 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin);
2664 relativeshadowradius = rtlight->radius / ent->scale;
2665 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2666 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2667 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2668 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2669 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2670 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2671 R_Mesh_Matrix(&ent->matrix);
2672 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2676 void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
2678 // set up properties for rendering light onto this entity
2679 r_shadow_entitylightcolorbase[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
2680 r_shadow_entitylightcolorbase[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
2681 r_shadow_entitylightcolorbase[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
2682 r_shadow_entitylightcolorpants[0] = lightcolor[0] * ent->colormap_pantscolor[0] * ent->alpha;
2683 r_shadow_entitylightcolorpants[1] = lightcolor[1] * ent->colormap_pantscolor[1] * ent->alpha;
2684 r_shadow_entitylightcolorpants[2] = lightcolor[2] * ent->colormap_pantscolor[2] * ent->alpha;
2685 r_shadow_entitylightcolorshirt[0] = lightcolor[0] * ent->colormap_shirtcolor[0] * ent->alpha;
2686 r_shadow_entitylightcolorshirt[1] = lightcolor[1] * ent->colormap_shirtcolor[1] * ent->alpha;
2687 r_shadow_entitylightcolorshirt[2] = lightcolor[2] * ent->colormap_shirtcolor[2] * ent->alpha;
2688 Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
2689 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2690 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2691 Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin);
2692 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2693 R_Mesh_Matrix(&ent->matrix);
2694 if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
2696 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap));
2697 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2698 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
2699 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
2701 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
2704 if (ent == r_refdef.worldentity)
2705 ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, numsurfaces, surfacelist);
2707 ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, ent->model->nummodelsurfaces, ent->model->surfacelist);
2710 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2715 int numleafs, numsurfaces;
2716 int *leaflist, *surfacelist;
2718 int numlightentities;
2719 int numshadowentities;
2720 entity_render_t *lightentities[MAX_EDICTS];
2721 entity_render_t *shadowentities[MAX_EDICTS];
2723 // skip lights that don't light (corona only lights)
2724 if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
2727 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2728 VectorScale(rtlight->color, f, lightcolor);
2729 if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
2732 if (rtlight->selected)
2734 f = 2 + sin(realtime * M_PI * 4.0);
2735 VectorScale(lightcolor, f, lightcolor);
2739 // loading is done before visibility checks because loading should happen
2740 // all at once at the start of a level, not when it stalls gameplay.
2741 // (especially important to benchmarks)
2743 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2744 R_RTLight_Compile(rtlight);
2746 r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2748 // if the light box is offscreen, skip it
2749 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2752 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2754 // compiled light, world available and can receive realtime lighting
2755 // retrieve leaf information
2756 numleafs = rtlight->static_numleafs;
2757 leaflist = rtlight->static_leaflist;
2758 leafpvs = rtlight->static_leafpvs;
2759 numsurfaces = rtlight->static_numsurfaces;
2760 surfacelist = rtlight->static_surfacelist;
2762 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2764 // dynamic light, world available and can receive realtime lighting
2765 // calculate lit surfaces and leafs
2766 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2767 r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
2768 leaflist = r_shadow_buffer_leaflist;
2769 leafpvs = r_shadow_buffer_leafpvs;
2770 surfacelist = r_shadow_buffer_surfacelist;
2771 // if the reduced leaf bounds are offscreen, skip it
2772 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2784 // check if light is illuminating any visible leafs
2787 for (i = 0;i < numleafs;i++)
2788 if (r_worldleafvisible[leaflist[i]])
2793 // set up a scissor rectangle for this light
2794 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2797 numlightentities = 0;
2799 lightentities[numlightentities++] = r_refdef.worldentity;
2800 numshadowentities = 0;
2802 shadowentities[numshadowentities++] = r_refdef.worldentity;
2803 if (r_drawentities.integer)
2805 for (i = 0;i < r_refdef.numentities;i++)
2807 entity_render_t *ent = r_refdef.entities[i];
2808 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2810 && !(ent->flags & RENDER_TRANSPARENT)
2811 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2813 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2814 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2815 shadowentities[numshadowentities++] = ent;
2816 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
2817 lightentities[numlightentities++] = ent;
2822 // return if there's nothing at all to light
2823 if (!numlightentities)
2826 R_Shadow_Stage_ActiveLight(rtlight);
2827 renderstats.lights++;
2830 if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2833 R_Shadow_Stage_StencilShadowVolumes();
2834 for (i = 0;i < numshadowentities;i++)
2835 R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2838 if (numlightentities && !visible)
2840 R_Shadow_Stage_Lighting(usestencil);
2841 for (i = 0;i < numlightentities;i++)
2842 R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2845 if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
2847 R_Shadow_Stage_VisibleShadowVolumes();
2848 for (i = 0;i < numshadowentities;i++)
2849 R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
2852 if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
2854 R_Shadow_Stage_VisibleLighting(usestencil);
2855 for (i = 0;i < numlightentities;i++)
2856 R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
2860 void R_ShadowVolumeLighting(qboolean visible)
2865 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2866 R_Shadow_EditLights_Reload_f();
2868 R_Shadow_Stage_Begin();
2870 flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2871 if (r_shadow_debuglight.integer >= 0)
2873 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2874 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2875 R_DrawRTLight(&light->rtlight, visible);
2878 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2879 if (light->flags & flag)
2880 R_DrawRTLight(&light->rtlight, visible);
2882 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
2883 R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
2885 R_Shadow_Stage_End();
2888 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2889 typedef struct suffixinfo_s
2892 qboolean flipx, flipy, flipdiagonal;
2895 static suffixinfo_t suffix[3][6] =
2898 {"px", false, false, false},
2899 {"nx", false, false, false},
2900 {"py", false, false, false},
2901 {"ny", false, false, false},
2902 {"pz", false, false, false},
2903 {"nz", false, false, false}
2906 {"posx", false, false, false},
2907 {"negx", false, false, false},
2908 {"posy", false, false, false},
2909 {"negy", false, false, false},
2910 {"posz", false, false, false},
2911 {"negz", false, false, false}
2914 {"rt", true, false, true},
2915 {"lf", false, true, true},
2916 {"ft", true, true, false},
2917 {"bk", false, false, false},
2918 {"up", true, false, true},
2919 {"dn", true, false, true}
2923 static int componentorder[4] = {0, 1, 2, 3};
2925 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2927 int i, j, cubemapsize;
2928 qbyte *cubemappixels, *image_rgba;
2929 rtexture_t *cubemaptexture;
2931 // must start 0 so the first loadimagepixels has no requested width/height
2933 cubemappixels = NULL;
2934 cubemaptexture = NULL;
2935 // keep trying different suffix groups (posx, px, rt) until one loads
2936 for (j = 0;j < 3 && !cubemappixels;j++)
2938 // load the 6 images in the suffix group
2939 for (i = 0;i < 6;i++)
2941 // generate an image name based on the base and and suffix
2942 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2944 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2946 // an image loaded, make sure width and height are equal
2947 if (image_width == image_height)
2949 // if this is the first image to load successfully, allocate the cubemap memory
2950 if (!cubemappixels && image_width >= 1)
2952 cubemapsize = image_width;
2953 // note this clears to black, so unavailable sides are black
2954 cubemappixels = (qbyte *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2956 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2958 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2961 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2963 Mem_Free(image_rgba);
2967 // if a cubemap loaded, upload it
2970 if (!r_shadow_filters_texturepool)
2971 r_shadow_filters_texturepool = R_AllocTexturePool();
2972 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2973 Mem_Free(cubemappixels);
2977 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2978 for (j = 0;j < 3;j++)
2979 for (i = 0;i < 6;i++)
2980 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2981 Con_Print(" and was unable to find any of them.\n");
2983 return cubemaptexture;
2986 rtexture_t *R_Shadow_Cubemap(const char *basename)
2989 for (i = 0;i < numcubemaps;i++)
2990 if (!strcasecmp(cubemaps[i].basename, basename))
2991 return cubemaps[i].texture;
2992 if (i >= MAX_CUBEMAPS)
2993 return r_texture_whitecube;
2995 strcpy(cubemaps[i].basename, basename);
2996 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
2997 if (!cubemaps[i].texture)
2998 cubemaps[i].texture = r_texture_whitecube;
2999 return cubemaps[i].texture;
3002 void R_Shadow_FreeCubemaps(void)
3005 R_FreeTexturePool(&r_shadow_filters_texturepool);
3008 dlight_t *R_Shadow_NewWorldLight(void)
3011 light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3012 light->next = r_shadow_worldlightchain;
3013 r_shadow_worldlightchain = light;
3017 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)
3019 VectorCopy(origin, light->origin);
3020 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3021 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3022 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3023 light->color[0] = max(color[0], 0);
3024 light->color[1] = max(color[1], 0);
3025 light->color[2] = max(color[2], 0);
3026 light->radius = max(radius, 0);
3027 light->style = style;
3028 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3030 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3033 light->shadow = shadowenable;
3034 light->corona = corona;
3037 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3038 light->coronasizescale = coronasizescale;
3039 light->ambientscale = ambientscale;
3040 light->diffusescale = diffusescale;
3041 light->specularscale = specularscale;
3042 light->flags = flags;
3043 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3045 R_RTLight_Update(light, true);
3048 void R_Shadow_FreeWorldLight(dlight_t *light)
3050 dlight_t **lightpointer;
3051 R_RTLight_Uncompile(&light->rtlight);
3052 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3053 if (*lightpointer != light)
3054 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
3055 *lightpointer = light->next;
3059 void R_Shadow_ClearWorldLights(void)
3061 while (r_shadow_worldlightchain)
3062 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3063 r_shadow_selectedlight = NULL;
3064 R_Shadow_FreeCubemaps();
3067 void R_Shadow_SelectLight(dlight_t *light)
3069 if (r_shadow_selectedlight)
3070 r_shadow_selectedlight->selected = false;
3071 r_shadow_selectedlight = light;
3072 if (r_shadow_selectedlight)
3073 r_shadow_selectedlight->selected = true;
3076 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
3078 float scale = r_editlights_cursorgrid.value * 0.5f;
3079 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3082 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
3085 const dlight_t *light;
3086 light = (dlight_t *)calldata1;
3088 if (light->selected)
3089 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3092 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3095 void R_Shadow_DrawLightSprites(void)
3101 for (i = 0;i < 5;i++)
3103 lighttextures[i] = NULL;
3104 if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1), true)))
3105 lighttextures[i] = pic->tex;
3108 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3109 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5);
3110 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
3113 void R_Shadow_SelectLightInView(void)
3115 float bestrating, rating, temp[3];
3116 dlight_t *best, *light;
3119 for (light = r_shadow_worldlightchain;light;light = light->next)
3121 VectorSubtract(light->origin, r_vieworigin, temp);
3122 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3125 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3126 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3128 bestrating = rating;
3133 R_Shadow_SelectLight(best);
3136 void R_Shadow_LoadWorldLights(void)
3138 int n, a, style, shadow, flags;
3139 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3140 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3141 if (r_refdef.worldmodel == NULL)
3143 Con_Print("No map loaded.\n");
3146 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3147 strlcat (name, ".rtlights", sizeof (name));
3148 lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3158 for (;COM_Parse(t, true) && strcmp(
3159 if (COM_Parse(t, true))
3161 if (com_token[0] == '!')
3164 origin[0] = atof(com_token+1);
3167 origin[0] = atof(com_token);
3172 while (*s && *s != '\n' && *s != '\r')
3178 // check for modifier flags
3185 a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
3188 flags = LIGHTFLAG_REALTIMEMODE;
3196 coronasizescale = 0.25f;
3198 VectorClear(angles);
3201 if (a < 9 || !strcmp(cubemapname, "\"\""))
3203 // remove quotes on cubemapname
3204 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3206 cubemapname[strlen(cubemapname)-1] = 0;
3207 strcpy(cubemapname, cubemapname + 1);
3211 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);
3214 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3222 Con_Printf("invalid rtlights file \"%s\"\n", name);
3223 Mem_Free(lightsstring);
3227 void R_Shadow_SaveWorldLights(void)
3230 size_t bufchars, bufmaxchars;
3232 char name[MAX_QPATH];
3234 if (!r_shadow_worldlightchain)
3236 if (r_refdef.worldmodel == NULL)
3238 Con_Print("No map loaded.\n");
3241 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3242 strlcat (name, ".rtlights", sizeof (name));
3243 bufchars = bufmaxchars = 0;
3245 for (light = r_shadow_worldlightchain;light;light = light->next)
3247 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3248 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
3249 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3250 sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
3252 sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
3253 if (bufchars + strlen(line) > bufmaxchars)
3255 bufmaxchars = bufchars + strlen(line) + 2048;
3257 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3261 memcpy(buf, oldbuf, bufchars);
3267 memcpy(buf + bufchars, line, strlen(line));
3268 bufchars += strlen(line);
3272 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3277 void R_Shadow_LoadLightsFile(void)
3280 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3281 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3282 if (r_refdef.worldmodel == NULL)
3284 Con_Print("No map loaded.\n");
3287 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3288 strlcat (name, ".lights", sizeof (name));
3289 lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
3297 while (*s && *s != '\n' && *s != '\r')
3303 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);
3307 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);
3310 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3311 radius = bound(15, radius, 4096);
3312 VectorScale(color, (2.0f / (8388608.0f)), color);
3313 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3321 Con_Printf("invalid lights file \"%s\"\n", name);
3322 Mem_Free(lightsstring);
3326 // tyrlite/hmap2 light types in the delay field
3327 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3329 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3331 int entnum, style, islight, skin, pflags, effects, type, n;
3334 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3335 char key[256], value[1024];
3337 if (r_refdef.worldmodel == NULL)
3339 Con_Print("No map loaded.\n");
3342 // try to load a .ent file first
3343 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3344 strlcat (key, ".ent", sizeof (key));
3345 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true);
3346 // and if that is not found, fall back to the bsp file entity string
3348 data = r_refdef.worldmodel->brush.entities;
3351 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3353 type = LIGHTTYPE_MINUSX;
3354 origin[0] = origin[1] = origin[2] = 0;
3355 originhack[0] = originhack[1] = originhack[2] = 0;
3356 angles[0] = angles[1] = angles[2] = 0;
3357 color[0] = color[1] = color[2] = 1;
3358 light[0] = light[1] = light[2] = 1;light[3] = 300;
3359 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3369 if (!COM_ParseToken(&data, false))
3371 if (com_token[0] == '}')
3372 break; // end of entity
3373 if (com_token[0] == '_')
3374 strcpy(key, com_token + 1);
3376 strcpy(key, com_token);
3377 while (key[strlen(key)-1] == ' ') // remove trailing spaces
3378 key[strlen(key)-1] = 0;
3379 if (!COM_ParseToken(&data, false))
3381 strcpy(value, com_token);
3383 // now that we have the key pair worked out...
3384 if (!strcmp("light", key))
3386 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3390 light[0] = vec[0] * (1.0f / 256.0f);
3391 light[1] = vec[0] * (1.0f / 256.0f);
3392 light[2] = vec[0] * (1.0f / 256.0f);
3398 light[0] = vec[0] * (1.0f / 255.0f);
3399 light[1] = vec[1] * (1.0f / 255.0f);
3400 light[2] = vec[2] * (1.0f / 255.0f);
3404 else if (!strcmp("delay", key))
3406 else if (!strcmp("origin", key))
3407 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3408 else if (!strcmp("angle", key))
3409 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3410 else if (!strcmp("angles", key))
3411 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3412 else if (!strcmp("color", key))
3413 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3414 else if (!strcmp("wait", key))
3415 fadescale = atof(value);
3416 else if (!strcmp("classname", key))
3418 if (!strncmp(value, "light", 5))
3421 if (!strcmp(value, "light_fluoro"))
3426 overridecolor[0] = 1;
3427 overridecolor[1] = 1;
3428 overridecolor[2] = 1;
3430 if (!strcmp(value, "light_fluorospark"))
3435 overridecolor[0] = 1;
3436 overridecolor[1] = 1;
3437 overridecolor[2] = 1;
3439 if (!strcmp(value, "light_globe"))
3444 overridecolor[0] = 1;
3445 overridecolor[1] = 0.8;
3446 overridecolor[2] = 0.4;
3448 if (!strcmp(value, "light_flame_large_yellow"))
3453 overridecolor[0] = 1;
3454 overridecolor[1] = 0.5;
3455 overridecolor[2] = 0.1;
3457 if (!strcmp(value, "light_flame_small_yellow"))
3462 overridecolor[0] = 1;
3463 overridecolor[1] = 0.5;
3464 overridecolor[2] = 0.1;
3466 if (!strcmp(value, "light_torch_small_white"))
3471 overridecolor[0] = 1;
3472 overridecolor[1] = 0.5;
3473 overridecolor[2] = 0.1;
3475 if (!strcmp(value, "light_torch_small_walltorch"))
3480 overridecolor[0] = 1;
3481 overridecolor[1] = 0.5;
3482 overridecolor[2] = 0.1;
3486 else if (!strcmp("style", key))
3487 style = atoi(value);
3488 else if (!strcmp("skin", key))
3489 skin = (int)atof(value);
3490 else if (!strcmp("pflags", key))
3491 pflags = (int)atof(value);
3492 else if (!strcmp("effects", key))
3493 effects = (int)atof(value);
3494 else if (r_refdef.worldmodel->type == mod_brushq3)
3496 if (!strcmp("scale", key))
3497 lightscale = atof(value);
3498 if (!strcmp("fade", key))
3499 fadescale = atof(value);
3504 if (lightscale <= 0)
3508 if (color[0] == color[1] && color[0] == color[2])
3510 color[0] *= overridecolor[0];
3511 color[1] *= overridecolor[1];
3512 color[2] *= overridecolor[2];
3514 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3515 color[0] = color[0] * light[0];
3516 color[1] = color[1] * light[1];
3517 color[2] = color[2] * light[2];
3520 case LIGHTTYPE_MINUSX:
3522 case LIGHTTYPE_RECIPX:
3524 VectorScale(color, (1.0f / 16.0f), color);
3526 case LIGHTTYPE_RECIPXX:
3528 VectorScale(color, (1.0f / 16.0f), color);
3531 case LIGHTTYPE_NONE:
3535 case LIGHTTYPE_MINUSXX:
3538 VectorAdd(origin, originhack, origin);
3540 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);
3543 Mem_Free(entfiledata);
3547 void R_Shadow_SetCursorLocationForView(void)
3550 vec3_t dest, endpos;
3552 VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3553 trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3554 if (trace.fraction < 1)
3556 dist = trace.fraction * r_editlights_cursordistance.value;
3557 push = r_editlights_cursorpushback.value;
3561 VectorMA(trace.endpos, push, r_viewforward, endpos);
3562 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3566 VectorClear( endpos );
3568 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3569 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3570 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3573 void R_Shadow_UpdateWorldLightSelection(void)
3575 if (r_editlights.integer)
3577 R_Shadow_SetCursorLocationForView();
3578 R_Shadow_SelectLightInView();
3579 R_Shadow_DrawLightSprites();
3582 R_Shadow_SelectLight(NULL);
3585 void R_Shadow_EditLights_Clear_f(void)
3587 R_Shadow_ClearWorldLights();
3590 void R_Shadow_EditLights_Reload_f(void)
3592 if (!r_refdef.worldmodel)
3594 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3595 R_Shadow_ClearWorldLights();
3596 R_Shadow_LoadWorldLights();
3597 if (r_shadow_worldlightchain == NULL)
3599 R_Shadow_LoadLightsFile();
3600 if (r_shadow_worldlightchain == NULL)
3601 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3605 void R_Shadow_EditLights_Save_f(void)
3607 if (!r_refdef.worldmodel)
3609 R_Shadow_SaveWorldLights();
3612 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3614 R_Shadow_ClearWorldLights();
3615 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3618 void R_Shadow_EditLights_ImportLightsFile_f(void)
3620 R_Shadow_ClearWorldLights();
3621 R_Shadow_LoadLightsFile();
3624 void R_Shadow_EditLights_Spawn_f(void)
3627 if (!r_editlights.integer)
3629 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3632 if (Cmd_Argc() != 1)
3634 Con_Print("r_editlights_spawn does not take parameters\n");
3637 color[0] = color[1] = color[2] = 1;
3638 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3641 void R_Shadow_EditLights_Edit_f(void)
3643 vec3_t origin, angles, color;
3644 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3645 int style, shadows, flags, normalmode, realtimemode;
3646 char cubemapname[1024];
3647 if (!r_editlights.integer)
3649 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3652 if (!r_shadow_selectedlight)
3654 Con_Print("No selected light.\n");
3657 VectorCopy(r_shadow_selectedlight->origin, origin);
3658 VectorCopy(r_shadow_selectedlight->angles, angles);
3659 VectorCopy(r_shadow_selectedlight->color, color);
3660 radius = r_shadow_selectedlight->radius;
3661 style = r_shadow_selectedlight->style;
3662 if (r_shadow_selectedlight->cubemapname)
3663 strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
3666 shadows = r_shadow_selectedlight->shadow;
3667 corona = r_shadow_selectedlight->corona;
3668 coronasizescale = r_shadow_selectedlight->coronasizescale;
3669 ambientscale = r_shadow_selectedlight->ambientscale;
3670 diffusescale = r_shadow_selectedlight->diffusescale;
3671 specularscale = r_shadow_selectedlight->specularscale;
3672 flags = r_shadow_selectedlight->flags;
3673 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3674 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3675 if (!strcmp(Cmd_Argv(1), "origin"))
3677 if (Cmd_Argc() != 5)
3679 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3682 origin[0] = atof(Cmd_Argv(2));
3683 origin[1] = atof(Cmd_Argv(3));
3684 origin[2] = atof(Cmd_Argv(4));
3686 else if (!strcmp(Cmd_Argv(1), "originx"))
3688 if (Cmd_Argc() != 3)
3690 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3693 origin[0] = atof(Cmd_Argv(2));
3695 else if (!strcmp(Cmd_Argv(1), "originy"))
3697 if (Cmd_Argc() != 3)
3699 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3702 origin[1] = atof(Cmd_Argv(2));
3704 else if (!strcmp(Cmd_Argv(1), "originz"))
3706 if (Cmd_Argc() != 3)
3708 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3711 origin[2] = atof(Cmd_Argv(2));
3713 else if (!strcmp(Cmd_Argv(1), "move"))
3715 if (Cmd_Argc() != 5)
3717 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3720 origin[0] += atof(Cmd_Argv(2));
3721 origin[1] += atof(Cmd_Argv(3));
3722 origin[2] += atof(Cmd_Argv(4));
3724 else if (!strcmp(Cmd_Argv(1), "movex"))
3726 if (Cmd_Argc() != 3)
3728 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3731 origin[0] += atof(Cmd_Argv(2));
3733 else if (!strcmp(Cmd_Argv(1), "movey"))
3735 if (Cmd_Argc() != 3)
3737 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3740 origin[1] += atof(Cmd_Argv(2));
3742 else if (!strcmp(Cmd_Argv(1), "movez"))
3744 if (Cmd_Argc() != 3)
3746 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3749 origin[2] += atof(Cmd_Argv(2));
3751 else if (!strcmp(Cmd_Argv(1), "angles"))
3753 if (Cmd_Argc() != 5)
3755 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3758 angles[0] = atof(Cmd_Argv(2));
3759 angles[1] = atof(Cmd_Argv(3));
3760 angles[2] = atof(Cmd_Argv(4));
3762 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3764 if (Cmd_Argc() != 3)
3766 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3769 angles[0] = atof(Cmd_Argv(2));
3771 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3773 if (Cmd_Argc() != 3)
3775 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3778 angles[1] = atof(Cmd_Argv(2));
3780 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3782 if (Cmd_Argc() != 3)
3784 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3787 angles[2] = atof(Cmd_Argv(2));
3789 else if (!strcmp(Cmd_Argv(1), "color"))
3791 if (Cmd_Argc() != 5)
3793 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3796 color[0] = atof(Cmd_Argv(2));
3797 color[1] = atof(Cmd_Argv(3));
3798 color[2] = atof(Cmd_Argv(4));
3800 else if (!strcmp(Cmd_Argv(1), "radius"))
3802 if (Cmd_Argc() != 3)
3804 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3807 radius = atof(Cmd_Argv(2));
3809 else if (!strcmp(Cmd_Argv(1), "colorscale"))
3811 if (Cmd_Argc() == 3)
3813 double scale = atof(Cmd_Argv(2));
3820 if (Cmd_Argc() != 5)
3822 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
3825 color[0] *= atof(Cmd_Argv(2));
3826 color[1] *= atof(Cmd_Argv(3));
3827 color[2] *= atof(Cmd_Argv(4));
3830 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3832 if (Cmd_Argc() != 3)
3834 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3837 radius *= atof(Cmd_Argv(2));
3839 else if (!strcmp(Cmd_Argv(1), "style"))
3841 if (Cmd_Argc() != 3)
3843 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3846 style = atoi(Cmd_Argv(2));
3848 else if (!strcmp(Cmd_Argv(1), "cubemap"))
3852 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3855 if (Cmd_Argc() == 3)
3856 strcpy(cubemapname, Cmd_Argv(2));
3860 else if (!strcmp(Cmd_Argv(1), "shadows"))
3862 if (Cmd_Argc() != 3)
3864 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3867 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3869 else if (!strcmp(Cmd_Argv(1), "corona"))
3871 if (Cmd_Argc() != 3)
3873 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3876 corona = atof(Cmd_Argv(2));
3878 else if (!strcmp(Cmd_Argv(1), "coronasize"))
3880 if (Cmd_Argc() != 3)
3882 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3885 coronasizescale = atof(Cmd_Argv(2));
3887 else if (!strcmp(Cmd_Argv(1), "ambient"))
3889 if (Cmd_Argc() != 3)
3891 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3894 ambientscale = atof(Cmd_Argv(2));
3896 else if (!strcmp(Cmd_Argv(1), "diffuse"))
3898 if (Cmd_Argc() != 3)
3900 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3903 diffusescale = atof(Cmd_Argv(2));
3905 else if (!strcmp(Cmd_Argv(1), "specular"))
3907 if (Cmd_Argc() != 3)
3909 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3912 specularscale = atof(Cmd_Argv(2));
3914 else if (!strcmp(Cmd_Argv(1), "normalmode"))
3916 if (Cmd_Argc() != 3)
3918 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3921 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3923 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3925 if (Cmd_Argc() != 3)
3927 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3930 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3934 Con_Print("usage: r_editlights_edit [property] [value]\n");
3935 Con_Print("Selected light's properties:\n");
3936 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3937 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3938 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3939 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
3940 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
3941 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
3942 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3943 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
3944 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
3945 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
3946 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
3947 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
3948 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
3949 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
3952 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
3953 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3956 void R_Shadow_EditLights_EditAll_f(void)
3960 if (!r_editlights.integer)
3962 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
3966 for (light = r_shadow_worldlightchain;light;light = light->next)
3968 R_Shadow_SelectLight(light);
3969 R_Shadow_EditLights_Edit_f();
3973 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
3975 int lightnumber, lightcount;
3979 if (!r_editlights.integer)
3985 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
3986 if (light == r_shadow_selectedlight)
3987 lightnumber = lightcount;
3988 sprintf(temp, "Cursor %f %f %f Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3989 if (r_shadow_selectedlight == NULL)
3991 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3992 sprintf(temp, "Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3993 sprintf(temp, "Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3994 sprintf(temp, "Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3995 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3996 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3997 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3998 sprintf(temp, "Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3999 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4000 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4001 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4002 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4003 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4004 sprintf(temp, "NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4005 sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4008 void R_Shadow_EditLights_ToggleShadow_f(void)
4010 if (!r_editlights.integer)
4012 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4015 if (!r_shadow_selectedlight)
4017 Con_Print("No selected light.\n");
4020 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);
4023 void R_Shadow_EditLights_ToggleCorona_f(void)
4025 if (!r_editlights.integer)
4027 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4030 if (!r_shadow_selectedlight)
4032 Con_Print("No selected light.\n");
4035 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);
4038 void R_Shadow_EditLights_Remove_f(void)
4040 if (!r_editlights.integer)
4042 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
4045 if (!r_shadow_selectedlight)
4047 Con_Print("No selected light.\n");
4050 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4051 r_shadow_selectedlight = NULL;
4054 void R_Shadow_EditLights_Help_f(void)
4057 "Documentation on r_editlights system:\n"
4059 "r_editlights : enable/disable editing mode\n"
4060 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4061 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4062 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4063 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4064 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4066 "r_editlights_help : this help\n"
4067 "r_editlights_clear : remove all lights\n"
4068 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4069 "r_editlights_save : save to .rtlights file\n"
4070 "r_editlights_spawn : create a light with default settings\n"
4071 "r_editlights_edit command : edit selected light - more documentation below\n"
4072 "r_editlights_remove : remove selected light\n"
4073 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4074 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4075 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4077 "origin x y z : set light location\n"
4078 "originx x: set x component of light location\n"
4079 "originy y: set y component of light location\n"
4080 "originz z: set z component of light location\n"
4081 "move x y z : adjust light location\n"
4082 "movex x: adjust x component of light location\n"
4083 "movey y: adjust y component of light location\n"
4084 "movez z: adjust z component of light location\n"
4085 "angles x y z : set light angles\n"
4086 "anglesx x: set x component of light angles\n"
4087 "anglesy y: set y component of light angles\n"
4088 "anglesz z: set z component of light angles\n"
4089 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4090 "radius radius : set radius (size) of light\n"
4091 "colorscale grey : multiply color of light (1 does nothing)\n"
4092 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4093 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4094 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4095 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4096 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4097 "shadows 1/0 : turn on/off shadows\n"
4098 "corona n : set corona intensity\n"
4099 "coronasize n : set corona size (0-1)\n"
4100 "ambient n : set ambient intensity (0-1)\n"
4101 "diffuse n : set diffuse intensity (0-1)\n"
4102 "specular n : set specular intensity (0-1)\n"
4103 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4104 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4105 "<nothing> : print light properties to console\n"
4109 void R_Shadow_EditLights_CopyInfo_f(void)
4111 if (!r_editlights.integer)
4113 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
4116 if (!r_shadow_selectedlight)
4118 Con_Print("No selected light.\n");
4121 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4122 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4123 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4124 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4125 if (r_shadow_selectedlight->cubemapname)
4126 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4128 r_shadow_bufferlight.cubemapname[0] = 0;
4129 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4130 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4131 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4132 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4133 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4134 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4135 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4138 void R_Shadow_EditLights_PasteInfo_f(void)
4140 if (!r_editlights.integer)
4142 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
4145 if (!r_shadow_selectedlight)
4147 Con_Print("No selected light.\n");
4150 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);
4153 void R_Shadow_EditLights_Init(void)
4155 Cvar_RegisterVariable(&r_editlights);
4156 Cvar_RegisterVariable(&r_editlights_cursordistance);
4157 Cvar_RegisterVariable(&r_editlights_cursorpushback);
4158 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4159 Cvar_RegisterVariable(&r_editlights_cursorgrid);
4160 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4161 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
4162 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
4163 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);
4164 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
4165 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
4166 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
4167 Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f);
4168 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
4169 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
4170 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
4171 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
4172 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
4173 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f);
4174 Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f);