3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_STENCIL,
149 R_SHADOW_RENDERMODE_STENCILTWOSIDE,
150 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
151 R_SHADOW_RENDERMODE_LIGHT_DOT3,
152 R_SHADOW_RENDERMODE_LIGHT_GLSL,
153 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
154 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
156 r_shadow_rendermode_t;
158 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
159 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
162 int maxshadowtriangles;
165 int maxshadowvertices;
166 float *shadowvertex3f;
179 int r_shadow_buffer_numleafpvsbytes;
180 unsigned char *r_shadow_buffer_leafpvs;
181 int *r_shadow_buffer_leaflist;
183 int r_shadow_buffer_numsurfacepvsbytes;
184 unsigned char *r_shadow_buffer_surfacepvs;
185 int *r_shadow_buffer_surfacelist;
187 rtexturepool_t *r_shadow_texturepool;
188 rtexture_t *r_shadow_attenuation2dtexture;
189 rtexture_t *r_shadow_attenuation3dtexture;
191 // lights are reloaded when this changes
192 char r_shadow_mapname[MAX_QPATH];
194 // used only for light filters (cubemaps)
195 rtexturepool_t *r_shadow_filters_texturepool;
197 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
198 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
199 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
200 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
201 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
202 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
203 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"};
204 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"};
205 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
206 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
207 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
208 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
209 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
210 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal culling optimizations on dynamic lights (slow! you probably don't want this!)"};
211 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
212 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
213 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
214 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
215 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
216 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
217 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
218 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
219 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
220 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
221 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
222 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
223 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
224 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
225 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
226 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
227 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
229 float r_shadow_attenpower, r_shadow_attenscale;
231 rtlight_t *r_shadow_compilingrtlight;
232 dlight_t *r_shadow_worldlightchain;
233 dlight_t *r_shadow_selectedlight;
234 dlight_t r_shadow_bufferlight;
235 vec3_t r_editlights_cursorlocation;
237 extern int con_vislines;
239 typedef struct cubemapinfo_s
246 #define MAX_CUBEMAPS 256
247 static int numcubemaps;
248 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
250 void R_Shadow_UncompileWorldLights(void);
251 void R_Shadow_ClearWorldLights(void);
252 void R_Shadow_SaveWorldLights(void);
253 void R_Shadow_LoadWorldLights(void);
254 void R_Shadow_LoadLightsFile(void);
255 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
256 void R_Shadow_EditLights_Reload_f(void);
257 void R_Shadow_ValidateCvars(void);
258 static void R_Shadow_MakeTextures(void);
259 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
261 void r_shadow_start(void)
263 // allocate vertex processing arrays
265 r_shadow_attenuation2dtexture = NULL;
266 r_shadow_attenuation3dtexture = NULL;
267 r_shadow_texturepool = NULL;
268 r_shadow_filters_texturepool = NULL;
269 R_Shadow_ValidateCvars();
270 R_Shadow_MakeTextures();
271 maxshadowtriangles = 0;
272 shadowelements = NULL;
273 maxshadowvertices = 0;
274 shadowvertex3f = NULL;
282 shadowmarklist = NULL;
284 r_shadow_buffer_numleafpvsbytes = 0;
285 r_shadow_buffer_leafpvs = NULL;
286 r_shadow_buffer_leaflist = NULL;
287 r_shadow_buffer_numsurfacepvsbytes = 0;
288 r_shadow_buffer_surfacepvs = NULL;
289 r_shadow_buffer_surfacelist = NULL;
292 void r_shadow_shutdown(void)
294 R_Shadow_UncompileWorldLights();
296 r_shadow_attenuation2dtexture = NULL;
297 r_shadow_attenuation3dtexture = NULL;
298 R_FreeTexturePool(&r_shadow_texturepool);
299 R_FreeTexturePool(&r_shadow_filters_texturepool);
300 maxshadowtriangles = 0;
302 Mem_Free(shadowelements);
303 shadowelements = NULL;
305 Mem_Free(shadowvertex3f);
306 shadowvertex3f = NULL;
309 Mem_Free(vertexupdate);
312 Mem_Free(vertexremap);
318 Mem_Free(shadowmark);
321 Mem_Free(shadowmarklist);
322 shadowmarklist = NULL;
324 r_shadow_buffer_numleafpvsbytes = 0;
325 if (r_shadow_buffer_leafpvs)
326 Mem_Free(r_shadow_buffer_leafpvs);
327 r_shadow_buffer_leafpvs = NULL;
328 if (r_shadow_buffer_leaflist)
329 Mem_Free(r_shadow_buffer_leaflist);
330 r_shadow_buffer_leaflist = NULL;
331 r_shadow_buffer_numsurfacepvsbytes = 0;
332 if (r_shadow_buffer_surfacepvs)
333 Mem_Free(r_shadow_buffer_surfacepvs);
334 r_shadow_buffer_surfacepvs = NULL;
335 if (r_shadow_buffer_surfacelist)
336 Mem_Free(r_shadow_buffer_surfacelist);
337 r_shadow_buffer_surfacelist = NULL;
340 void r_shadow_newmap(void)
344 void R_Shadow_Help_f(void)
347 "Documentation on r_shadow system:\n"
349 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
350 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
351 "r_shadow_debuglight : render only this light number (-1 = all)\n"
352 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
353 "r_shadow_gloss2intensity : brightness of forced gloss\n"
354 "r_shadow_glossintensity : brightness of textured gloss\n"
355 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
356 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
357 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
358 "r_shadow_portallight : use portal visibility for static light precomputation\n"
359 "r_shadow_projectdistance : shadow volume projection distance\n"
360 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
361 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
362 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
363 "r_shadow_realtime_world : use high quality world lighting mode\n"
364 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
365 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
366 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
367 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
368 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
369 "r_shadow_scissor : use scissor optimization\n"
370 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
371 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
372 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
373 "r_showlighting : useful for performance testing; bright = slow!\n"
374 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
376 "r_shadow_help : this help\n"
380 void R_Shadow_Init(void)
382 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
383 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
384 Cvar_RegisterVariable(&r_shadow_debuglight);
385 Cvar_RegisterVariable(&r_shadow_gloss);
386 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
387 Cvar_RegisterVariable(&r_shadow_glossintensity);
388 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
389 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
390 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
391 Cvar_RegisterVariable(&r_shadow_portallight);
392 Cvar_RegisterVariable(&r_shadow_projectdistance);
393 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
394 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
395 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
396 Cvar_RegisterVariable(&r_shadow_realtime_world);
397 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
398 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
399 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
400 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
401 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
402 Cvar_RegisterVariable(&r_shadow_scissor);
403 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
404 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
405 Cvar_RegisterVariable(&r_shadow_texture3d);
406 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
407 if (gamemode == GAME_TENEBRAE)
409 Cvar_SetValue("r_shadow_gloss", 2);
410 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
412 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
413 R_Shadow_EditLights_Init();
414 r_shadow_worldlightchain = NULL;
415 maxshadowtriangles = 0;
416 shadowelements = NULL;
417 maxshadowvertices = 0;
418 shadowvertex3f = NULL;
426 shadowmarklist = NULL;
428 r_shadow_buffer_numleafpvsbytes = 0;
429 r_shadow_buffer_leafpvs = NULL;
430 r_shadow_buffer_leaflist = NULL;
431 r_shadow_buffer_numsurfacepvsbytes = 0;
432 r_shadow_buffer_surfacepvs = NULL;
433 r_shadow_buffer_surfacelist = NULL;
434 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
437 matrix4x4_t matrix_attenuationxyz =
440 {0.5, 0.0, 0.0, 0.5},
441 {0.0, 0.5, 0.0, 0.5},
442 {0.0, 0.0, 0.5, 0.5},
447 matrix4x4_t matrix_attenuationz =
450 {0.0, 0.0, 0.5, 0.5},
451 {0.0, 0.0, 0.0, 0.5},
452 {0.0, 0.0, 0.0, 0.5},
457 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
459 // make sure shadowelements is big enough for this volume
460 if (maxshadowtriangles < numtriangles)
462 maxshadowtriangles = numtriangles;
464 Mem_Free(shadowelements);
465 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
467 // make sure shadowvertex3f is big enough for this volume
468 if (maxshadowvertices < numvertices)
470 maxshadowvertices = numvertices;
472 Mem_Free(shadowvertex3f);
473 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
477 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
479 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
480 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
481 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
483 if (r_shadow_buffer_leafpvs)
484 Mem_Free(r_shadow_buffer_leafpvs);
485 if (r_shadow_buffer_leaflist)
486 Mem_Free(r_shadow_buffer_leaflist);
487 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
488 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
489 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
491 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
493 if (r_shadow_buffer_surfacepvs)
494 Mem_Free(r_shadow_buffer_surfacepvs);
495 if (r_shadow_buffer_surfacelist)
496 Mem_Free(r_shadow_buffer_surfacelist);
497 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
498 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
499 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
503 void R_Shadow_PrepareShadowMark(int numtris)
505 // make sure shadowmark is big enough for this volume
506 if (maxshadowmark < numtris)
508 maxshadowmark = numtris;
510 Mem_Free(shadowmark);
512 Mem_Free(shadowmarklist);
513 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
514 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
518 // if shadowmarkcount wrapped we clear the array and adjust accordingly
519 if (shadowmarkcount == 0)
522 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
527 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
530 int outtriangles = 0, outvertices = 0;
534 if (maxvertexupdate < innumvertices)
536 maxvertexupdate = innumvertices;
538 Mem_Free(vertexupdate);
540 Mem_Free(vertexremap);
541 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
542 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
546 if (vertexupdatenum == 0)
549 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
550 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
553 for (i = 0;i < numshadowmarktris;i++)
554 shadowmark[shadowmarktris[i]] = shadowmarkcount;
556 for (i = 0;i < numshadowmarktris;i++)
558 element = inelement3i + shadowmarktris[i] * 3;
559 // make sure the vertices are created
560 for (j = 0;j < 3;j++)
562 if (vertexupdate[element[j]] != vertexupdatenum)
564 float ratio, direction[3];
565 vertexupdate[element[j]] = vertexupdatenum;
566 vertexremap[element[j]] = outvertices;
567 vertex = invertex3f + element[j] * 3;
568 // project one copy of the vertex to the sphere radius of the light
569 // (FIXME: would projecting it to the light box be better?)
570 VectorSubtract(vertex, projectorigin, direction);
571 ratio = projectdistance / VectorLength(direction);
572 VectorCopy(vertex, outvertex3f);
573 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
580 for (i = 0;i < numshadowmarktris;i++)
582 int remappedelement[3];
584 const int *neighbortriangle;
586 markindex = shadowmarktris[i] * 3;
587 element = inelement3i + markindex;
588 neighbortriangle = inneighbor3i + markindex;
589 // output the front and back triangles
590 outelement3i[0] = vertexremap[element[0]];
591 outelement3i[1] = vertexremap[element[1]];
592 outelement3i[2] = vertexremap[element[2]];
593 outelement3i[3] = vertexremap[element[2]] + 1;
594 outelement3i[4] = vertexremap[element[1]] + 1;
595 outelement3i[5] = vertexremap[element[0]] + 1;
599 // output the sides (facing outward from this triangle)
600 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
602 remappedelement[0] = vertexremap[element[0]];
603 remappedelement[1] = vertexremap[element[1]];
604 outelement3i[0] = remappedelement[1];
605 outelement3i[1] = remappedelement[0];
606 outelement3i[2] = remappedelement[0] + 1;
607 outelement3i[3] = remappedelement[1];
608 outelement3i[4] = remappedelement[0] + 1;
609 outelement3i[5] = remappedelement[1] + 1;
614 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
616 remappedelement[1] = vertexremap[element[1]];
617 remappedelement[2] = vertexremap[element[2]];
618 outelement3i[0] = remappedelement[2];
619 outelement3i[1] = remappedelement[1];
620 outelement3i[2] = remappedelement[1] + 1;
621 outelement3i[3] = remappedelement[2];
622 outelement3i[4] = remappedelement[1] + 1;
623 outelement3i[5] = remappedelement[2] + 1;
628 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
630 remappedelement[0] = vertexremap[element[0]];
631 remappedelement[2] = vertexremap[element[2]];
632 outelement3i[0] = remappedelement[0];
633 outelement3i[1] = remappedelement[2];
634 outelement3i[2] = remappedelement[2] + 1;
635 outelement3i[3] = remappedelement[0];
636 outelement3i[4] = remappedelement[2] + 1;
637 outelement3i[5] = remappedelement[0] + 1;
644 *outnumvertices = outvertices;
648 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
651 if (projectdistance < 0.1)
653 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
656 if (!numverts || !nummarktris)
658 // make sure shadowelements is big enough for this volume
659 if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
660 R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
661 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdistance, nummarktris, marktris);
662 r_refdef.stats.lights_dynamicshadowtriangles += tris;
663 R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements);
666 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
671 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
673 tend = firsttriangle + numtris;
674 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
675 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
676 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
678 // surface box entirely inside light box, no box cull
679 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
680 if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
681 shadowmarklist[numshadowmark++] = t;
685 // surface box not entirely inside light box, cull each triangle
686 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
688 v[0] = invertex3f + e[0] * 3;
689 v[1] = invertex3f + e[1] * 3;
690 v[2] = invertex3f + e[2] * 3;
691 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
692 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
693 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
694 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
695 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
696 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
697 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
698 shadowmarklist[numshadowmark++] = t;
703 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
705 if (r_shadow_compilingrtlight)
707 // if we're compiling an rtlight, capture the mesh
708 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
711 r_refdef.stats.lights_shadowtriangles += numtriangles;
713 R_Mesh_VertexPointer(vertex3f);
714 GL_LockArrays(0, numvertices);
715 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
717 // decrement stencil if backface is behind depthbuffer
718 qglCullFace(GL_BACK);CHECKGLERROR // quake is backwards, this culls front faces
719 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
720 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
721 // increment stencil if frontface is behind depthbuffer
722 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
723 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
725 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
730 static void R_Shadow_MakeTextures(void)
733 float v[3], intensity;
735 R_FreeTexturePool(&r_shadow_texturepool);
736 r_shadow_texturepool = R_AllocTexturePool();
737 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
738 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
739 #define ATTEN2DSIZE 64
740 #define ATTEN3DSIZE 32
741 data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
742 for (y = 0;y < ATTEN2DSIZE;y++)
744 for (x = 0;x < ATTEN2DSIZE;x++)
746 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
747 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
749 intensity = 1.0f - sqrt(DotProduct(v, v));
751 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
752 d = (int)bound(0, intensity, 255);
753 data[(y*ATTEN2DSIZE+x)*4+0] = d;
754 data[(y*ATTEN2DSIZE+x)*4+1] = d;
755 data[(y*ATTEN2DSIZE+x)*4+2] = d;
756 data[(y*ATTEN2DSIZE+x)*4+3] = d;
759 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
760 if (r_shadow_texture3d.integer && gl_texture3d)
762 for (z = 0;z < ATTEN3DSIZE;z++)
764 for (y = 0;y < ATTEN3DSIZE;y++)
766 for (x = 0;x < ATTEN3DSIZE;x++)
768 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
769 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
770 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
771 intensity = 1.0f - sqrt(DotProduct(v, v));
773 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
774 d = (int)bound(0, intensity, 255);
775 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
776 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
777 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
778 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
782 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
787 void R_Shadow_ValidateCvars(void)
789 if (r_shadow_texture3d.integer && !gl_texture3d)
790 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
791 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
792 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
795 // light currently being rendered
796 rtlight_t *r_shadow_rtlight;
798 // this is the location of the light in entity space
799 vec3_t r_shadow_entitylightorigin;
800 // this transforms entity coordinates to light filter cubemap coordinates
801 // (also often used for other purposes)
802 matrix4x4_t r_shadow_entitytolight;
803 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
804 // of attenuation texturing in full 3D (Z result often ignored)
805 matrix4x4_t r_shadow_entitytoattenuationxyz;
806 // this transforms only the Z to S, and T is always 0.5
807 matrix4x4_t r_shadow_entitytoattenuationz;
809 void R_Shadow_RenderMode_Begin(void)
811 R_Shadow_ValidateCvars();
813 if (!r_shadow_attenuation2dtexture
814 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
815 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
816 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
817 R_Shadow_MakeTextures();
820 R_Mesh_ColorPointer(NULL);
821 R_Mesh_ResetTextureState();
822 GL_BlendFunc(GL_ONE, GL_ZERO);
825 GL_Color(0, 0, 0, 1);
826 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
827 qglEnable(GL_CULL_FACE);CHECKGLERROR
828 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
830 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
832 if (gl_ext_stenciltwoside.integer)
833 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
835 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
837 if (r_glsl.integer && gl_support_fragment_shader)
838 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
839 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
840 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
842 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
845 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
847 r_shadow_rtlight = rtlight;
850 void R_Shadow_RenderMode_Reset(void)
853 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
855 qglUseProgramObjectARB(0);CHECKGLERROR
857 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
859 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
861 R_Mesh_ColorPointer(NULL);
862 R_Mesh_ResetTextureState();
865 void R_Shadow_RenderMode_StencilShadowVolumes(void)
868 R_Shadow_RenderMode_Reset();
869 GL_Color(1, 1, 1, 1);
870 GL_ColorMask(0, 0, 0, 0);
871 GL_BlendFunc(GL_ONE, GL_ZERO);
874 qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
875 qglDepthFunc(GL_LESS);CHECKGLERROR
876 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
877 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
878 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
879 r_shadow_rendermode = r_shadow_shadowingrendermode;
880 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
882 qglDisable(GL_CULL_FACE);CHECKGLERROR
883 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
884 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR // quake is backwards, this is front faces
885 qglStencilMask(~0);CHECKGLERROR
886 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
887 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR // quake is backwards, this is back faces
888 qglStencilMask(~0);CHECKGLERROR
889 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
893 qglEnable(GL_CULL_FACE);CHECKGLERROR
894 qglStencilMask(~0);CHECKGLERROR
895 // this is changed by every shadow render so its value here is unimportant
896 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
898 GL_Clear(GL_STENCIL_BUFFER_BIT);
899 r_refdef.stats.lights_clears++;
902 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
905 R_Shadow_RenderMode_Reset();
906 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
909 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
910 //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
911 GL_Color(1, 1, 1, 1);
912 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
915 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
919 qglDepthFunc(GL_EQUAL);CHECKGLERROR
921 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
922 qglEnable(GL_CULL_FACE);CHECKGLERROR
925 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
929 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
931 qglStencilMask(~0);CHECKGLERROR
932 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
933 // only draw light where this geometry was already rendered AND the
934 // stencil is 128 (values other than this mean shadow)
935 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
936 r_shadow_rendermode = r_shadow_lightingrendermode;
937 // do global setup needed for the chosen lighting mode
938 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
940 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
941 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
942 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
943 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
944 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
945 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
946 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
947 R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); // lightmap
948 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap
949 R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow
950 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
951 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
952 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
957 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
960 R_Shadow_RenderMode_Reset();
961 GL_BlendFunc(GL_ONE, GL_ONE);
963 GL_DepthTest(!r_showdisabledepthtest.integer);
964 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
965 GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1);
966 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
967 qglDepthFunc(GL_GEQUAL);CHECKGLERROR
968 qglCullFace(GL_FRONT);CHECKGLERROR // this culls back
969 qglDisable(GL_CULL_FACE);CHECKGLERROR
970 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
971 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
974 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
977 R_Shadow_RenderMode_Reset();
978 GL_BlendFunc(GL_ONE, GL_ONE);
980 GL_DepthTest(!r_showdisabledepthtest.integer);
981 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
982 GL_Color(0.1 * r_view.colorscale, 0.0125 * r_view.colorscale, 0, 1);
983 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
986 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
990 qglDepthFunc(GL_EQUAL);CHECKGLERROR
992 qglCullFace(GL_FRONT);CHECKGLERROR // this culls back
993 qglEnable(GL_CULL_FACE);CHECKGLERROR
996 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1000 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1002 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1005 void R_Shadow_RenderMode_End(void)
1008 R_Shadow_RenderMode_Reset();
1009 R_Shadow_RenderMode_ActiveLight(NULL);
1010 GL_BlendFunc(GL_ONE, GL_ZERO);
1013 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1014 //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1015 GL_Color(1, 1, 1, 1);
1016 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1017 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1018 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1019 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
1020 qglEnable(GL_CULL_FACE);CHECKGLERROR
1021 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1022 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1023 if (gl_support_stenciltwoside)
1025 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1027 qglStencilMask(~0);CHECKGLERROR
1028 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1029 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1032 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1034 int i, ix1, iy1, ix2, iy2;
1035 float x1, y1, x2, y2;
1038 mplane_t planes[11];
1039 float vertex3f[256*3];
1041 // if view is inside the light box, just say yes it's visible
1042 if (BoxesOverlap(r_view.origin, r_view.origin, mins, maxs))
1044 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1048 // create a temporary brush describing the area the light can affect in worldspace
1049 VectorNegate(r_view.frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -r_view.frustum[0].dist;
1050 VectorNegate(r_view.frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -r_view.frustum[1].dist;
1051 VectorNegate(r_view.frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -r_view.frustum[2].dist;
1052 VectorNegate(r_view.frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -r_view.frustum[3].dist;
1053 VectorNegate(r_view.frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -r_view.frustum[4].dist;
1054 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1055 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1056 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1057 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1058 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1059 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1061 // turn the brush into a mesh
1062 memset(&mesh, 0, sizeof(rmesh_t));
1063 mesh.maxvertices = 256;
1064 mesh.vertex3f = vertex3f;
1065 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1066 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1068 // if that mesh is empty, the light is not visible at all
1069 if (!mesh.numvertices)
1072 if (!r_shadow_scissor.integer)
1075 // if that mesh is not empty, check what area of the screen it covers
1076 x1 = y1 = x2 = y2 = 0;
1078 //Con_Printf("%i vertices to transform...\n", mesh.numvertices);
1079 for (i = 0;i < mesh.numvertices;i++)
1081 VectorCopy(mesh.vertex3f + i * 3, v);
1082 GL_TransformToScreen(v, v2);
1083 //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]);
1086 if (x1 > v2[0]) x1 = v2[0];
1087 if (x2 < v2[0]) x2 = v2[0];
1088 if (y1 > v2[1]) y1 = v2[1];
1089 if (y2 < v2[1]) y2 = v2[1];
1098 // now convert the scissor rectangle to integer screen coordinates
1099 ix1 = (int)(x1 - 1.0f);
1100 iy1 = (int)(y1 - 1.0f);
1101 ix2 = (int)(x2 + 1.0f);
1102 iy2 = (int)(y2 + 1.0f);
1103 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1105 // clamp it to the screen
1106 if (ix1 < r_view.x) ix1 = r_view.x;
1107 if (iy1 < r_view.y) iy1 = r_view.y;
1108 if (ix2 > r_view.x + r_view.width) ix2 = r_view.x + r_view.width;
1109 if (iy2 > r_view.y + r_view.height) iy2 = r_view.y + r_view.height;
1111 // if it is inside out, it's not visible
1112 if (ix2 <= ix1 || iy2 <= iy1)
1115 // the light area is visible, set up the scissor rectangle
1116 GL_Scissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1117 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR
1118 //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR
1119 r_refdef.stats.lights_scissored++;
1123 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
1125 int numverts = surface->num_vertices;
1126 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1127 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1128 float *color4f = rsurface_array_color4f + 4 * surface->num_firstvertex;
1129 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1130 if (r_textureunits.integer >= 3)
1132 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1134 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1135 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1136 if ((dot = DotProduct(n, v)) < 0)
1138 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1139 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
1140 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
1141 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
1142 if (r_refdef.fogenabled)
1144 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1145 VectorScale(color4f, f, color4f);
1149 VectorClear(color4f);
1153 else if (r_textureunits.integer >= 2)
1155 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1157 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1158 if ((dist = fabs(v[2])) < 1)
1160 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1161 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1162 if ((dot = DotProduct(n, v)) < 0)
1164 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1165 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1166 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1167 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1171 color4f[0] = ambientcolor[0] * distintensity;
1172 color4f[1] = ambientcolor[1] * distintensity;
1173 color4f[2] = ambientcolor[2] * distintensity;
1175 if (r_refdef.fogenabled)
1177 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1178 VectorScale(color4f, f, color4f);
1182 VectorClear(color4f);
1188 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1190 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1191 if ((dist = DotProduct(v, v)) < 1)
1194 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1195 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1196 if ((dot = DotProduct(n, v)) < 0)
1198 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1199 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1200 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1201 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1205 color4f[0] = ambientcolor[0] * distintensity;
1206 color4f[1] = ambientcolor[1] * distintensity;
1207 color4f[2] = ambientcolor[2] * distintensity;
1209 if (r_refdef.fogenabled)
1211 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1212 VectorScale(color4f, f, color4f);
1216 VectorClear(color4f);
1222 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1224 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
1226 int surfacelistindex;
1227 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1229 const msurface_t *surface = surfacelist[surfacelistindex];
1231 float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
1232 const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1233 const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
1234 const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
1235 const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1237 for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1239 VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
1240 // the cubemap normalizes this for us
1241 out3f[0] = DotProduct(svector3f, lightdir);
1242 out3f[1] = DotProduct(tvector3f, lightdir);
1243 out3f[2] = DotProduct(normal3f, lightdir);
1248 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
1250 int surfacelistindex;
1251 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1253 const msurface_t *surface = surfacelist[surfacelistindex];
1255 float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
1256 const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1257 const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
1258 const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
1259 const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1260 float lightdir[3], eyedir[3], halfdir[3];
1261 for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1263 VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
1264 VectorNormalize(lightdir);
1265 VectorSubtract(rsurface_modelorg, vertex3f, eyedir);
1266 VectorNormalize(eyedir);
1267 VectorAdd(lightdir, eyedir, halfdir);
1268 // the cubemap normalizes this for us
1269 out3f[0] = DotProduct(svector3f, halfdir);
1270 out3f[1] = DotProduct(tvector3f, halfdir);
1271 out3f[2] = DotProduct(normal3f, halfdir);
1276 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1278 // used to display how many times a surface is lit for level design purposes
1279 GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1);
1280 R_Mesh_ColorPointer(NULL);
1281 R_Mesh_ResetTextureState();
1282 RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist);
1283 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1284 GL_LockArrays(0, 0);
1287 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1289 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1290 RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
1291 R_SetupSurfaceShader(lightcolorbase, false);
1292 R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
1293 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1294 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1295 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1296 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1298 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1300 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1301 GL_LockArrays(0, 0);
1302 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1304 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1308 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(int numsurfaces, msurface_t **surfacelist, float r, float g, float b)
1310 // shared final code for all the dot3 layers
1312 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
1313 for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
1315 GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
1316 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1317 GL_LockArrays(0, 0);
1321 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1324 // colorscale accounts for how much we multiply the brightness
1327 // mult is how many times the final pass of the lighting will be
1328 // performed to get more brightness than otherwise possible.
1330 // Limit mult to 64 for sanity sake.
1332 if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1334 // 3 3D combine path (Geforce3, Radeon 8500)
1335 memset(&m, 0, sizeof(m));
1336 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1337 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1338 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1339 m.tex[1] = R_GetTexture(basetexture);
1340 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
1341 m.texmatrix[1] = rsurface_texture->currenttexmatrix;
1342 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1343 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1344 m.texmatrix[2] = r_shadow_entitytolight;
1345 GL_BlendFunc(GL_ONE, GL_ONE);
1347 else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1349 // 2 3D combine path (Geforce3, original Radeon)
1350 memset(&m, 0, sizeof(m));
1351 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1352 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1353 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1354 m.tex[1] = R_GetTexture(basetexture);
1355 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
1356 m.texmatrix[1] = rsurface_texture->currenttexmatrix;
1357 GL_BlendFunc(GL_ONE, GL_ONE);
1359 else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1361 // 4 2D combine path (Geforce3, Radeon 8500)
1362 memset(&m, 0, sizeof(m));
1363 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1364 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1365 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1366 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1367 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1368 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1369 m.tex[2] = R_GetTexture(basetexture);
1370 m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
1371 m.texmatrix[2] = rsurface_texture->currenttexmatrix;
1372 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1374 m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1375 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1376 m.texmatrix[3] = r_shadow_entitytolight;
1378 GL_BlendFunc(GL_ONE, GL_ONE);
1380 else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1382 // 3 2D combine path (Geforce3, original Radeon)
1383 memset(&m, 0, sizeof(m));
1384 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1385 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1386 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1387 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1388 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1389 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1390 m.tex[2] = R_GetTexture(basetexture);
1391 m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
1392 m.texmatrix[2] = rsurface_texture->currenttexmatrix;
1393 GL_BlendFunc(GL_ONE, GL_ONE);
1397 // 2/2/2 2D combine path (any dot3 card)
1398 memset(&m, 0, sizeof(m));
1399 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1400 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1401 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1402 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1403 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1404 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1405 R_Mesh_TextureState(&m);
1406 GL_ColorMask(0,0,0,1);
1407 GL_BlendFunc(GL_ONE, GL_ZERO);
1408 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1409 GL_LockArrays(0, 0);
1412 memset(&m, 0, sizeof(m));
1413 m.tex[0] = R_GetTexture(basetexture);
1414 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1415 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1416 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1418 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1419 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1420 m.texmatrix[1] = r_shadow_entitytolight;
1422 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1424 // this final code is shared
1425 R_Mesh_TextureState(&m);
1426 R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1429 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1432 // colorscale accounts for how much we multiply the brightness
1435 // mult is how many times the final pass of the lighting will be
1436 // performed to get more brightness than otherwise possible.
1438 // Limit mult to 64 for sanity sake.
1440 // generate normalization cubemap texcoords
1441 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(numsurfaces, surfacelist);
1442 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1444 // 3/2 3D combine path (Geforce3, Radeon 8500)
1445 memset(&m, 0, sizeof(m));
1446 m.tex[0] = R_GetTexture(normalmaptexture);
1447 m.texcombinergb[0] = GL_REPLACE;
1448 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1449 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1450 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1451 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1452 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1453 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1454 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1455 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1456 R_Mesh_TextureState(&m);
1457 GL_ColorMask(0,0,0,1);
1458 GL_BlendFunc(GL_ONE, GL_ZERO);
1459 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1460 GL_LockArrays(0, 0);
1463 memset(&m, 0, sizeof(m));
1464 m.tex[0] = R_GetTexture(basetexture);
1465 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1466 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1467 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1469 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1470 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1471 m.texmatrix[1] = r_shadow_entitytolight;
1473 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1475 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1477 // 1/2/2 3D combine path (original Radeon)
1478 memset(&m, 0, sizeof(m));
1479 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1480 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1481 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1482 R_Mesh_TextureState(&m);
1483 GL_ColorMask(0,0,0,1);
1484 GL_BlendFunc(GL_ONE, GL_ZERO);
1485 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1486 GL_LockArrays(0, 0);
1489 memset(&m, 0, sizeof(m));
1490 m.tex[0] = R_GetTexture(normalmaptexture);
1491 m.texcombinergb[0] = GL_REPLACE;
1492 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1493 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1494 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1495 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1496 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1497 R_Mesh_TextureState(&m);
1498 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1499 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1500 GL_LockArrays(0, 0);
1503 memset(&m, 0, sizeof(m));
1504 m.tex[0] = R_GetTexture(basetexture);
1505 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1506 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1507 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1509 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1510 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1511 m.texmatrix[1] = r_shadow_entitytolight;
1513 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1515 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1517 // 2/2 3D combine path (original Radeon)
1518 memset(&m, 0, sizeof(m));
1519 m.tex[0] = R_GetTexture(normalmaptexture);
1520 m.texcombinergb[0] = GL_REPLACE;
1521 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1522 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1523 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1524 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1525 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1526 R_Mesh_TextureState(&m);
1527 GL_ColorMask(0,0,0,1);
1528 GL_BlendFunc(GL_ONE, GL_ZERO);
1529 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1530 GL_LockArrays(0, 0);
1533 memset(&m, 0, sizeof(m));
1534 m.tex[0] = R_GetTexture(basetexture);
1535 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1536 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1537 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1538 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1539 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1540 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1542 else if (r_textureunits.integer >= 4)
1544 // 4/2 2D combine path (Geforce3, Radeon 8500)
1545 memset(&m, 0, sizeof(m));
1546 m.tex[0] = R_GetTexture(normalmaptexture);
1547 m.texcombinergb[0] = GL_REPLACE;
1548 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1549 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1550 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1551 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1552 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1553 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1554 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1555 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1556 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1557 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1558 m.texmatrix[3] = r_shadow_entitytoattenuationz;
1559 R_Mesh_TextureState(&m);
1560 GL_ColorMask(0,0,0,1);
1561 GL_BlendFunc(GL_ONE, GL_ZERO);
1562 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1563 GL_LockArrays(0, 0);
1566 memset(&m, 0, sizeof(m));
1567 m.tex[0] = R_GetTexture(basetexture);
1568 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1569 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1570 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1572 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1573 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1574 m.texmatrix[1] = r_shadow_entitytolight;
1576 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1580 // 2/2/2 2D combine path (any dot3 card)
1581 memset(&m, 0, sizeof(m));
1582 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1583 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1584 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1585 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1586 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1587 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1588 R_Mesh_TextureState(&m);
1589 GL_ColorMask(0,0,0,1);
1590 GL_BlendFunc(GL_ONE, GL_ZERO);
1591 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1592 GL_LockArrays(0, 0);
1595 memset(&m, 0, sizeof(m));
1596 m.tex[0] = R_GetTexture(normalmaptexture);
1597 m.texcombinergb[0] = GL_REPLACE;
1598 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1599 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1600 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1601 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1602 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1603 R_Mesh_TextureState(&m);
1604 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1605 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1606 GL_LockArrays(0, 0);
1609 memset(&m, 0, sizeof(m));
1610 m.tex[0] = R_GetTexture(basetexture);
1611 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1612 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1613 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1615 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1616 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1617 m.texmatrix[1] = r_shadow_entitytolight;
1619 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1621 // this final code is shared
1622 R_Mesh_TextureState(&m);
1623 R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1626 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
1629 // FIXME: detect blendsquare!
1630 //if (!gl_support_blendsquare)
1633 // generate normalization cubemap texcoords
1634 R_Shadow_GenTexCoords_Specular_NormalCubeMap(numsurfaces, surfacelist);
1635 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1637 // 2/0/0/1/2 3D combine blendsquare path
1638 memset(&m, 0, sizeof(m));
1639 m.tex[0] = R_GetTexture(normalmaptexture);
1640 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1641 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1642 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1643 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1644 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1645 R_Mesh_TextureState(&m);
1646 GL_ColorMask(0,0,0,1);
1647 // this squares the result
1648 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1649 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1650 GL_LockArrays(0, 0);
1652 // second and third pass
1653 R_Mesh_ResetTextureState();
1654 // square alpha in framebuffer a few times to make it shiny
1655 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1656 // these comments are a test run through this math for intensity 0.5
1657 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1658 // 0.25 * 0.25 = 0.0625 (this is another pass)
1659 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1660 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1661 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1662 GL_LockArrays(0, 0);
1665 memset(&m, 0, sizeof(m));
1666 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1667 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1668 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1669 R_Mesh_TextureState(&m);
1670 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1671 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1672 GL_LockArrays(0, 0);
1675 memset(&m, 0, sizeof(m));
1676 m.tex[0] = R_GetTexture(glosstexture);
1677 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1678 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1679 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1681 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1682 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1683 m.texmatrix[1] = r_shadow_entitytolight;
1685 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1687 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1689 // 2/0/0/2 3D combine blendsquare path
1690 memset(&m, 0, sizeof(m));
1691 m.tex[0] = R_GetTexture(normalmaptexture);
1692 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1693 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1694 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1695 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1696 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1697 R_Mesh_TextureState(&m);
1698 GL_ColorMask(0,0,0,1);
1699 // this squares the result
1700 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1701 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1702 GL_LockArrays(0, 0);
1704 // second and third pass
1705 R_Mesh_ResetTextureState();
1706 // square alpha in framebuffer a few times to make it shiny
1707 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1708 // these comments are a test run through this math for intensity 0.5
1709 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1710 // 0.25 * 0.25 = 0.0625 (this is another pass)
1711 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1712 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1713 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1714 GL_LockArrays(0, 0);
1717 memset(&m, 0, sizeof(m));
1718 m.tex[0] = R_GetTexture(glosstexture);
1719 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1720 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1721 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1722 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1723 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1724 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1728 // 2/0/0/2/2 2D combine blendsquare path
1729 memset(&m, 0, sizeof(m));
1730 m.tex[0] = R_GetTexture(normalmaptexture);
1731 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1732 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1733 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1734 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1735 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1736 R_Mesh_TextureState(&m);
1737 GL_ColorMask(0,0,0,1);
1738 // this squares the result
1739 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1740 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1741 GL_LockArrays(0, 0);
1743 // second and third pass
1744 R_Mesh_ResetTextureState();
1745 // square alpha in framebuffer a few times to make it shiny
1746 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1747 // these comments are a test run through this math for intensity 0.5
1748 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1749 // 0.25 * 0.25 = 0.0625 (this is another pass)
1750 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1751 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1752 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1753 GL_LockArrays(0, 0);
1756 memset(&m, 0, sizeof(m));
1757 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1758 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1759 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1760 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1761 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1762 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1763 R_Mesh_TextureState(&m);
1764 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1765 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1766 GL_LockArrays(0, 0);
1769 memset(&m, 0, sizeof(m));
1770 m.tex[0] = R_GetTexture(glosstexture);
1771 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1772 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1773 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1775 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1776 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1777 m.texmatrix[1] = r_shadow_entitytolight;
1779 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1781 // this final code is shared
1782 R_Mesh_TextureState(&m);
1783 R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1786 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1788 // ARB path (any Geforce, any Radeon)
1789 qboolean doambient = r_shadow_rtlight->ambientscale > 0;
1790 qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
1791 qboolean dospecular = specularscale > 0;
1792 if (!doambient && !dodiffuse && !dospecular)
1794 RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
1795 R_Mesh_ColorPointer(NULL);
1797 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
1799 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
1803 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
1805 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
1810 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
1812 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
1815 R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(numsurfaces, surfacelist, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
1818 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int numsurfaces, msurface_t **surfacelist, vec3_t diffusecolor2, vec3_t ambientcolor2)
1820 int surfacelistindex;
1822 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1824 const msurface_t *surface = surfacelist[surfacelistindex];
1825 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
1827 for (renders = 0;renders < 64;renders++)
1833 int newnumtriangles;
1835 int newelements[3072];
1839 newnumtriangles = 0;
1841 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1843 const msurface_t *surface = surfacelist[surfacelistindex];
1844 const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1846 // due to low fillrate on the cards this vertex lighting path is
1847 // designed for, we manually cull all triangles that do not
1848 // contain a lit vertex
1849 // this builds batches of triangles from multiple surfaces and
1850 // renders them at once
1851 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
1853 if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
1855 if (newnumtriangles)
1857 firstvertex = min(firstvertex, e[0]);
1858 lastvertex = max(lastvertex, e[0]);
1865 firstvertex = min(firstvertex, e[1]);
1866 lastvertex = max(lastvertex, e[1]);
1867 firstvertex = min(firstvertex, e[2]);
1868 lastvertex = max(lastvertex, e[2]);
1874 if (newnumtriangles >= 1024)
1876 GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
1877 R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
1878 newnumtriangles = 0;
1885 if (newnumtriangles >= 1)
1887 GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
1888 R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
1891 GL_LockArrays(0, 0);
1892 // if we couldn't find any lit triangles, exit early
1895 // now reduce the intensity for the next overbright pass
1896 // we have to clamp to 0 here incase the drivers have improper
1897 // handling of negative colors
1898 // (some old drivers even have improper handling of >1 color)
1900 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1904 const msurface_t *surface = surfacelist[surfacelistindex];
1905 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
1907 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
1909 c[0] = max(0, c[0] - 1);
1910 c[1] = max(0, c[1] - 1);
1911 c[2] = max(0, c[2] - 1);
1924 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1926 // OpenGL 1.1 path (anything)
1927 model_t *model = rsurface_entity->model;
1928 float ambientcolorbase[3], diffusecolorbase[3];
1929 float ambientcolorpants[3], diffusecolorpants[3];
1930 float ambientcolorshirt[3], diffusecolorshirt[3];
1932 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorbase);
1933 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorbase);
1934 VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorpants);
1935 VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorpants);
1936 VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorshirt);
1937 VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorshirt);
1938 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1939 R_Mesh_ColorPointer(rsurface_array_color4f);
1940 memset(&m, 0, sizeof(m));
1941 m.tex[0] = R_GetTexture(basetexture);
1942 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1943 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1944 if (r_textureunits.integer >= 2)
1947 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1948 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1949 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1950 if (r_textureunits.integer >= 3)
1952 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
1953 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1954 m.texmatrix[2] = r_shadow_entitytoattenuationz;
1955 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1958 R_Mesh_TextureState(&m);
1959 RSurf_PrepareVerticesForBatch(true, false, numsurfaces, surfacelist);
1960 R_Mesh_TexBind(0, R_GetTexture(basetexture));
1961 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorbase, ambientcolorbase);
1964 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
1965 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorpants, ambientcolorpants);
1969 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
1970 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorshirt, ambientcolorshirt);
1974 void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist)
1976 // FIXME: support MATERIALFLAG_NODEPTHTEST
1977 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
1978 // calculate colors to render this texture with
1979 lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha;
1980 lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha;
1981 lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha;
1982 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
1984 if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
1986 qglDisable(GL_CULL_FACE);CHECKGLERROR
1990 qglEnable(GL_CULL_FACE);CHECKGLERROR
1992 if (rsurface_texture->colormapping)
1994 qboolean dopants = rsurface_texture->skin.pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f);
1995 qboolean doshirt = rsurface_texture->skin.shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f);
1998 lightcolorpants[0] = lightcolorbase[0] * rsurface_entity->colormap_pantscolor[0];
1999 lightcolorpants[1] = lightcolorbase[1] * rsurface_entity->colormap_pantscolor[1];
2000 lightcolorpants[2] = lightcolorbase[2] * rsurface_entity->colormap_pantscolor[2];
2003 VectorClear(lightcolorpants);
2006 lightcolorshirt[0] = lightcolorbase[0] * rsurface_entity->colormap_shirtcolor[0];
2007 lightcolorshirt[1] = lightcolorbase[1] * rsurface_entity->colormap_shirtcolor[1];
2008 lightcolorshirt[2] = lightcolorbase[2] * rsurface_entity->colormap_shirtcolor[2];
2011 VectorClear(lightcolorshirt);
2012 switch (r_shadow_rendermode)
2014 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2015 R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2017 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2018 R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2020 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2021 R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2023 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2024 R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2027 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2033 switch (r_shadow_rendermode)
2035 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2036 R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2038 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2039 R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2041 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2042 R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2044 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2045 R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2048 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2054 void R_RTLight_Update(dlight_t *light, int isstatic)
2058 rtlight_t *rtlight = &light->rtlight;
2059 R_RTLight_Uncompile(rtlight);
2060 memset(rtlight, 0, sizeof(*rtlight));
2062 VectorCopy(light->origin, rtlight->shadoworigin);
2063 VectorCopy(light->color, rtlight->color);
2064 rtlight->radius = light->radius;
2065 //rtlight->cullradius = rtlight->radius;
2066 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2067 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2068 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2069 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2070 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2071 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2072 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2073 rtlight->cubemapname[0] = 0;
2074 if (light->cubemapname[0])
2075 strcpy(rtlight->cubemapname, light->cubemapname);
2076 else if (light->cubemapnum > 0)
2077 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2078 rtlight->shadow = light->shadow;
2079 rtlight->corona = light->corona;
2080 rtlight->style = light->style;
2081 rtlight->isstatic = isstatic;
2082 rtlight->coronasizescale = light->coronasizescale;
2083 rtlight->ambientscale = light->ambientscale;
2084 rtlight->diffusescale = light->diffusescale;
2085 rtlight->specularscale = light->specularscale;
2086 rtlight->flags = light->flags;
2087 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2088 // ConcatScale won't work here because this needs to scale rotate and
2089 // translate, not just rotate
2090 scale = 1.0f / rtlight->radius;
2091 for (k = 0;k < 3;k++)
2092 for (j = 0;j < 4;j++)
2093 rtlight->matrix_worldtolight.m[k][j] *= scale;
2096 // compiles rtlight geometry
2097 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2098 void R_RTLight_Compile(rtlight_t *rtlight)
2100 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2101 entity_render_t *ent = r_refdef.worldentity;
2102 model_t *model = r_refdef.worldmodel;
2103 unsigned char *data;
2105 // compile the light
2106 rtlight->compiled = true;
2107 rtlight->static_numleafs = 0;
2108 rtlight->static_numleafpvsbytes = 0;
2109 rtlight->static_leaflist = NULL;
2110 rtlight->static_leafpvs = NULL;
2111 rtlight->static_numsurfaces = 0;
2112 rtlight->static_surfacelist = NULL;
2113 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2114 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2115 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2116 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2117 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2118 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2120 if (model && model->GetLightInfo)
2122 // this variable must be set for the CompileShadowVolume code
2123 r_shadow_compilingrtlight = rtlight;
2124 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2125 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);
2126 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2127 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2128 rtlight->static_numleafs = numleafs;
2129 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2130 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2131 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2132 rtlight->static_numsurfaces = numsurfaces;
2133 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2135 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2136 if (numleafpvsbytes)
2137 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2139 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2140 if (model->CompileShadowVolume && rtlight->shadow)
2141 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2142 // now we're done compiling the rtlight
2143 r_shadow_compilingrtlight = NULL;
2147 // use smallest available cullradius - box radius or light radius
2148 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2149 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2153 if (rtlight->static_meshchain_shadow)
2156 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2159 shadowtris += mesh->numtriangles;
2163 if (developer.integer >= 10)
2164 Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2167 void R_RTLight_Uncompile(rtlight_t *rtlight)
2169 if (rtlight->compiled)
2171 if (rtlight->static_meshchain_shadow)
2172 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2173 rtlight->static_meshchain_shadow = NULL;
2174 // these allocations are grouped
2175 if (rtlight->static_leaflist)
2176 Mem_Free(rtlight->static_leaflist);
2177 rtlight->static_numleafs = 0;
2178 rtlight->static_numleafpvsbytes = 0;
2179 rtlight->static_leaflist = NULL;
2180 rtlight->static_leafpvs = NULL;
2181 rtlight->static_numsurfaces = 0;
2182 rtlight->static_surfacelist = NULL;
2183 rtlight->compiled = false;
2187 void R_Shadow_UncompileWorldLights(void)
2190 for (light = r_shadow_worldlightchain;light;light = light->next)
2191 R_RTLight_Uncompile(&light->rtlight);
2194 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2196 model_t *model = ent->model;
2197 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2198 vec_t relativeshadowradius;
2199 if (ent == r_refdef.worldentity)
2201 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2204 R_Mesh_Matrix(&ent->matrix);
2206 for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2208 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
2209 R_Mesh_VertexPointer(mesh->vertex3f);
2210 GL_LockArrays(0, mesh->numverts);
2211 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2213 // decrement stencil if backface is behind depthbuffer
2214 qglCullFace(GL_BACK);CHECKGLERROR // quake is backwards, this culls front faces
2215 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2216 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2217 // increment stencil if frontface is behind depthbuffer
2218 qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
2219 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2221 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2222 GL_LockArrays(0, 0);
2226 else if (numsurfaces)
2228 R_Mesh_Matrix(&ent->matrix);
2229 model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2234 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2235 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2236 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2237 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2238 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2239 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2240 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2241 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2242 R_Mesh_Matrix(&ent->matrix);
2243 model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2247 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2249 // set up properties for rendering light onto this entity
2250 RSurf_ActiveEntity(ent, true, true);
2251 Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2252 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2253 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2254 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2255 if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2256 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2259 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2261 model_t *model = ent->model;
2262 if (!model->DrawLight)
2264 R_Shadow_SetupEntityLight(ent);
2265 if (ent == r_refdef.worldentity)
2266 model->DrawLight(ent, numsurfaces, surfacelist);
2268 model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist);
2271 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2275 int numleafs, numsurfaces;
2276 int *leaflist, *surfacelist;
2277 unsigned char *leafpvs;
2278 int numlightentities;
2279 int numshadowentities;
2280 entity_render_t *lightentities[MAX_EDICTS];
2281 entity_render_t *shadowentities[MAX_EDICTS];
2283 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2284 // skip lights that are basically invisible (color 0 0 0)
2285 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2288 // loading is done before visibility checks because loading should happen
2289 // all at once at the start of a level, not when it stalls gameplay.
2290 // (especially important to benchmarks)
2292 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2293 R_RTLight_Compile(rtlight);
2295 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2297 // look up the light style value at this time
2298 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2299 VectorScale(rtlight->color, f, rtlight->currentcolor);
2301 if (rtlight->selected)
2303 f = 2 + sin(realtime * M_PI * 4.0);
2304 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2308 // if lightstyle is currently off, don't draw the light
2309 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2312 // if the light box is offscreen, skip it
2313 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2316 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2318 // compiled light, world available and can receive realtime lighting
2319 // retrieve leaf information
2320 numleafs = rtlight->static_numleafs;
2321 leaflist = rtlight->static_leaflist;
2322 leafpvs = rtlight->static_leafpvs;
2323 numsurfaces = rtlight->static_numsurfaces;
2324 surfacelist = rtlight->static_surfacelist;
2326 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2328 // dynamic light, world available and can receive realtime lighting
2329 // calculate lit surfaces and leafs
2330 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2331 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);
2332 leaflist = r_shadow_buffer_leaflist;
2333 leafpvs = r_shadow_buffer_leafpvs;
2334 surfacelist = r_shadow_buffer_surfacelist;
2335 // if the reduced leaf bounds are offscreen, skip it
2336 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2348 // check if light is illuminating any visible leafs
2351 for (i = 0;i < numleafs;i++)
2352 if (r_viewcache.world_leafvisible[leaflist[i]])
2357 // set up a scissor rectangle for this light
2358 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2361 // make a list of lit entities and shadow casting entities
2362 numlightentities = 0;
2363 numshadowentities = 0;
2364 // don't count the world unless some surfaces are actually lit
2367 lightentities[numlightentities++] = r_refdef.worldentity;
2368 shadowentities[numshadowentities++] = r_refdef.worldentity;
2370 // add dynamic entities that are lit by the light
2371 if (r_drawentities.integer)
2373 for (i = 0;i < r_refdef.numentities;i++)
2376 entity_render_t *ent = r_refdef.entities[i];
2377 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2378 && (model = ent->model)
2379 && !(ent->flags & RENDER_TRANSPARENT)
2380 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2382 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2383 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
2384 shadowentities[numshadowentities++] = ent;
2385 if (r_viewcache.entityvisible[i] && (ent->flags & RENDER_LIGHT) && model->DrawLight)
2386 lightentities[numlightentities++] = ent;
2391 // return if there's nothing at all to light
2392 if (!numlightentities)
2395 // don't let sound skip if going slow
2396 if (r_refdef.extraupdate)
2399 // make this the active rtlight for rendering purposes
2400 R_Shadow_RenderMode_ActiveLight(rtlight);
2401 // count this light in the r_speeds
2402 r_refdef.stats.lights++;
2405 if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
2407 // draw stencil shadow volumes to mask off pixels that are in shadow
2408 // so that they won't receive lighting
2412 R_Shadow_RenderMode_StencilShadowVolumes();
2413 for (i = 0;i < numshadowentities;i++)
2414 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2417 // optionally draw visible shape of the shadow volumes
2418 // for performance analysis by level designers
2419 if (r_showshadowvolumes.integer)
2421 R_Shadow_RenderMode_VisibleShadowVolumes();
2422 for (i = 0;i < numshadowentities;i++)
2423 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2427 if (numlightentities)
2429 // draw lighting in the unmasked areas
2430 R_Shadow_RenderMode_Lighting(usestencil, false);
2431 for (i = 0;i < numlightentities;i++)
2432 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2434 // optionally draw the illuminated areas
2435 // for performance analysis by level designers
2436 if (r_showlighting.integer)
2438 R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
2439 for (i = 0;i < numlightentities;i++)
2440 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2445 void R_ShadowVolumeLighting(qboolean visible)
2450 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2451 R_Shadow_EditLights_Reload_f();
2453 R_Shadow_RenderMode_Begin();
2455 flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2456 if (r_shadow_debuglight.integer >= 0)
2458 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2459 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2460 R_DrawRTLight(&light->rtlight, visible);
2463 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2464 if (light->flags & flag)
2465 R_DrawRTLight(&light->rtlight, visible);
2466 if (r_refdef.rtdlight)
2467 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
2468 R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
2470 R_Shadow_RenderMode_End();
2473 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2474 typedef struct suffixinfo_s
2477 qboolean flipx, flipy, flipdiagonal;
2480 static suffixinfo_t suffix[3][6] =
2483 {"px", false, false, false},
2484 {"nx", false, false, false},
2485 {"py", false, false, false},
2486 {"ny", false, false, false},
2487 {"pz", false, false, false},
2488 {"nz", false, false, false}
2491 {"posx", false, false, false},
2492 {"negx", false, false, false},
2493 {"posy", false, false, false},
2494 {"negy", false, false, false},
2495 {"posz", false, false, false},
2496 {"negz", false, false, false}
2499 {"rt", true, false, true},
2500 {"lf", false, true, true},
2501 {"ft", true, true, false},
2502 {"bk", false, false, false},
2503 {"up", true, false, true},
2504 {"dn", true, false, true}
2508 static int componentorder[4] = {0, 1, 2, 3};
2510 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2512 int i, j, cubemapsize;
2513 unsigned char *cubemappixels, *image_rgba;
2514 rtexture_t *cubemaptexture;
2516 // must start 0 so the first loadimagepixels has no requested width/height
2518 cubemappixels = NULL;
2519 cubemaptexture = NULL;
2520 // keep trying different suffix groups (posx, px, rt) until one loads
2521 for (j = 0;j < 3 && !cubemappixels;j++)
2523 // load the 6 images in the suffix group
2524 for (i = 0;i < 6;i++)
2526 // generate an image name based on the base and and suffix
2527 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2529 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2531 // an image loaded, make sure width and height are equal
2532 if (image_width == image_height)
2534 // if this is the first image to load successfully, allocate the cubemap memory
2535 if (!cubemappixels && image_width >= 1)
2537 cubemapsize = image_width;
2538 // note this clears to black, so unavailable sides are black
2539 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2541 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2543 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);
2546 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2548 Mem_Free(image_rgba);
2552 // if a cubemap loaded, upload it
2555 if (!r_shadow_filters_texturepool)
2556 r_shadow_filters_texturepool = R_AllocTexturePool();
2557 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2558 Mem_Free(cubemappixels);
2562 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2563 for (j = 0;j < 3;j++)
2564 for (i = 0;i < 6;i++)
2565 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2566 Con_Print(" and was unable to find any of them.\n");
2568 return cubemaptexture;
2571 rtexture_t *R_Shadow_Cubemap(const char *basename)
2574 for (i = 0;i < numcubemaps;i++)
2575 if (!strcasecmp(cubemaps[i].basename, basename))
2576 return cubemaps[i].texture;
2577 if (i >= MAX_CUBEMAPS)
2578 return r_texture_whitecube;
2580 strcpy(cubemaps[i].basename, basename);
2581 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
2582 if (!cubemaps[i].texture)
2583 cubemaps[i].texture = r_texture_whitecube;
2584 return cubemaps[i].texture;
2587 void R_Shadow_FreeCubemaps(void)
2590 R_FreeTexturePool(&r_shadow_filters_texturepool);
2593 dlight_t *R_Shadow_NewWorldLight(void)
2596 light = (dlight_t *)Mem_Alloc(r_main_mempool, sizeof(dlight_t));
2597 light->next = r_shadow_worldlightchain;
2598 r_shadow_worldlightchain = light;
2602 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)
2604 VectorCopy(origin, light->origin);
2605 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
2606 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
2607 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
2608 light->color[0] = max(color[0], 0);
2609 light->color[1] = max(color[1], 0);
2610 light->color[2] = max(color[2], 0);
2611 light->radius = max(radius, 0);
2612 light->style = style;
2613 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
2615 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
2618 light->shadow = shadowenable;
2619 light->corona = corona;
2622 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
2623 light->coronasizescale = coronasizescale;
2624 light->ambientscale = ambientscale;
2625 light->diffusescale = diffusescale;
2626 light->specularscale = specularscale;
2627 light->flags = flags;
2628 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
2630 R_RTLight_Update(light, true);
2633 void R_Shadow_FreeWorldLight(dlight_t *light)
2635 dlight_t **lightpointer;
2636 R_RTLight_Uncompile(&light->rtlight);
2637 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
2638 if (*lightpointer != light)
2639 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
2640 *lightpointer = light->next;
2644 void R_Shadow_ClearWorldLights(void)
2646 while (r_shadow_worldlightchain)
2647 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
2648 r_shadow_selectedlight = NULL;
2649 R_Shadow_FreeCubemaps();
2652 void R_Shadow_SelectLight(dlight_t *light)
2654 if (r_shadow_selectedlight)
2655 r_shadow_selectedlight->selected = false;
2656 r_shadow_selectedlight = light;
2657 if (r_shadow_selectedlight)
2658 r_shadow_selectedlight->selected = true;
2661 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2663 // this is never batched (there can be only one)
2664 float scale = r_editlights_cursorgrid.value * 0.5f;
2665 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
2668 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2670 // this is never batched (due to the ent parameter changing every time)
2671 // so numsurfaces == 1 and surfacelist[0] == lightnumber
2673 const dlight_t *light = (dlight_t *)ent;
2675 if (light->selected)
2676 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
2679 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
2682 void R_Shadow_DrawLightSprites(void)
2687 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
2688 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 1+(i % 5), &light->rtlight);
2689 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
2692 void R_Shadow_SelectLightInView(void)
2694 float bestrating, rating, temp[3];
2695 dlight_t *best, *light;
2698 for (light = r_shadow_worldlightchain;light;light = light->next)
2700 VectorSubtract(light->origin, r_view.origin, temp);
2701 rating = (DotProduct(temp, r_view.forward) / sqrt(DotProduct(temp, temp)));
2704 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
2705 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_view.origin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
2707 bestrating = rating;
2712 R_Shadow_SelectLight(best);
2715 void R_Shadow_LoadWorldLights(void)
2717 int n, a, style, shadow, flags;
2718 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
2719 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
2720 if (r_refdef.worldmodel == NULL)
2722 Con_Print("No map loaded.\n");
2725 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2726 strlcat (name, ".rtlights", sizeof (name));
2727 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
2737 for (;COM_Parse(t, true) && strcmp(
2738 if (COM_Parse(t, true))
2740 if (com_token[0] == '!')
2743 origin[0] = atof(com_token+1);
2746 origin[0] = atof(com_token);
2751 while (*s && *s != '\n' && *s != '\r')
2757 // check for modifier flags
2764 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);
2767 flags = LIGHTFLAG_REALTIMEMODE;
2775 coronasizescale = 0.25f;
2777 VectorClear(angles);
2780 if (a < 9 || !strcmp(cubemapname, "\"\""))
2782 // remove quotes on cubemapname
2783 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
2785 cubemapname[strlen(cubemapname)-1] = 0;
2786 strcpy(cubemapname, cubemapname + 1);
2790 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);
2793 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
2801 Con_Printf("invalid rtlights file \"%s\"\n", name);
2802 Mem_Free(lightsstring);
2806 void R_Shadow_SaveWorldLights(void)
2809 size_t bufchars, bufmaxchars;
2811 char name[MAX_QPATH];
2812 char line[MAX_INPUTLINE];
2813 if (!r_shadow_worldlightchain)
2815 if (r_refdef.worldmodel == NULL)
2817 Con_Print("No map loaded.\n");
2820 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2821 strlcat (name, ".rtlights", sizeof (name));
2822 bufchars = bufmaxchars = 0;
2824 for (light = r_shadow_worldlightchain;light;light = light->next)
2826 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
2827 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);
2828 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
2829 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]);
2831 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);
2832 if (bufchars + strlen(line) > bufmaxchars)
2834 bufmaxchars = bufchars + strlen(line) + 2048;
2836 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
2840 memcpy(buf, oldbuf, bufchars);
2846 memcpy(buf + bufchars, line, strlen(line));
2847 bufchars += strlen(line);
2851 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
2856 void R_Shadow_LoadLightsFile(void)
2859 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
2860 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
2861 if (r_refdef.worldmodel == NULL)
2863 Con_Print("No map loaded.\n");
2866 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2867 strlcat (name, ".lights", sizeof (name));
2868 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
2876 while (*s && *s != '\n' && *s != '\r')
2882 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);
2886 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);
2889 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
2890 radius = bound(15, radius, 4096);
2891 VectorScale(color, (2.0f / (8388608.0f)), color);
2892 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
2900 Con_Printf("invalid lights file \"%s\"\n", name);
2901 Mem_Free(lightsstring);
2905 // tyrlite/hmap2 light types in the delay field
2906 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
2908 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
2910 int entnum, style, islight, skin, pflags, effects, type, n;
2913 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
2914 char key[256], value[MAX_INPUTLINE];
2916 if (r_refdef.worldmodel == NULL)
2918 Con_Print("No map loaded.\n");
2921 // try to load a .ent file first
2922 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
2923 strlcat (key, ".ent", sizeof (key));
2924 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
2925 // and if that is not found, fall back to the bsp file entity string
2927 data = r_refdef.worldmodel->brush.entities;
2930 for (entnum = 0;COM_ParseTokenConsole(&data) && com_token[0] == '{';entnum++)
2932 type = LIGHTTYPE_MINUSX;
2933 origin[0] = origin[1] = origin[2] = 0;
2934 originhack[0] = originhack[1] = originhack[2] = 0;
2935 angles[0] = angles[1] = angles[2] = 0;
2936 color[0] = color[1] = color[2] = 1;
2937 light[0] = light[1] = light[2] = 1;light[3] = 300;
2938 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
2948 if (!COM_ParseTokenConsole(&data))
2950 if (com_token[0] == '}')
2951 break; // end of entity
2952 if (com_token[0] == '_')
2953 strcpy(key, com_token + 1);
2955 strcpy(key, com_token);
2956 while (key[strlen(key)-1] == ' ') // remove trailing spaces
2957 key[strlen(key)-1] = 0;
2958 if (!COM_ParseTokenConsole(&data))
2960 strcpy(value, com_token);
2962 // now that we have the key pair worked out...
2963 if (!strcmp("light", key))
2965 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
2969 light[0] = vec[0] * (1.0f / 256.0f);
2970 light[1] = vec[0] * (1.0f / 256.0f);
2971 light[2] = vec[0] * (1.0f / 256.0f);
2977 light[0] = vec[0] * (1.0f / 255.0f);
2978 light[1] = vec[1] * (1.0f / 255.0f);
2979 light[2] = vec[2] * (1.0f / 255.0f);
2983 else if (!strcmp("delay", key))
2985 else if (!strcmp("origin", key))
2986 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
2987 else if (!strcmp("angle", key))
2988 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
2989 else if (!strcmp("angles", key))
2990 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
2991 else if (!strcmp("color", key))
2992 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
2993 else if (!strcmp("wait", key))
2994 fadescale = atof(value);
2995 else if (!strcmp("classname", key))
2997 if (!strncmp(value, "light", 5))
3000 if (!strcmp(value, "light_fluoro"))
3005 overridecolor[0] = 1;
3006 overridecolor[1] = 1;
3007 overridecolor[2] = 1;
3009 if (!strcmp(value, "light_fluorospark"))
3014 overridecolor[0] = 1;
3015 overridecolor[1] = 1;
3016 overridecolor[2] = 1;
3018 if (!strcmp(value, "light_globe"))
3023 overridecolor[0] = 1;
3024 overridecolor[1] = 0.8;
3025 overridecolor[2] = 0.4;
3027 if (!strcmp(value, "light_flame_large_yellow"))
3032 overridecolor[0] = 1;
3033 overridecolor[1] = 0.5;
3034 overridecolor[2] = 0.1;
3036 if (!strcmp(value, "light_flame_small_yellow"))
3041 overridecolor[0] = 1;
3042 overridecolor[1] = 0.5;
3043 overridecolor[2] = 0.1;
3045 if (!strcmp(value, "light_torch_small_white"))
3050 overridecolor[0] = 1;
3051 overridecolor[1] = 0.5;
3052 overridecolor[2] = 0.1;
3054 if (!strcmp(value, "light_torch_small_walltorch"))
3059 overridecolor[0] = 1;
3060 overridecolor[1] = 0.5;
3061 overridecolor[2] = 0.1;
3065 else if (!strcmp("style", key))
3066 style = atoi(value);
3067 else if (!strcmp("skin", key))
3068 skin = (int)atof(value);
3069 else if (!strcmp("pflags", key))
3070 pflags = (int)atof(value);
3071 else if (!strcmp("effects", key))
3072 effects = (int)atof(value);
3073 else if (r_refdef.worldmodel->type == mod_brushq3)
3075 if (!strcmp("scale", key))
3076 lightscale = atof(value);
3077 if (!strcmp("fade", key))
3078 fadescale = atof(value);
3083 if (lightscale <= 0)
3087 if (color[0] == color[1] && color[0] == color[2])
3089 color[0] *= overridecolor[0];
3090 color[1] *= overridecolor[1];
3091 color[2] *= overridecolor[2];
3093 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3094 color[0] = color[0] * light[0];
3095 color[1] = color[1] * light[1];
3096 color[2] = color[2] * light[2];
3099 case LIGHTTYPE_MINUSX:
3101 case LIGHTTYPE_RECIPX:
3103 VectorScale(color, (1.0f / 16.0f), color);
3105 case LIGHTTYPE_RECIPXX:
3107 VectorScale(color, (1.0f / 16.0f), color);
3110 case LIGHTTYPE_NONE:
3114 case LIGHTTYPE_MINUSXX:
3117 VectorAdd(origin, originhack, origin);
3119 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);
3122 Mem_Free(entfiledata);
3126 void R_Shadow_SetCursorLocationForView(void)
3129 vec3_t dest, endpos;
3131 VectorMA(r_view.origin, r_editlights_cursordistance.value, r_view.forward, dest);
3132 trace = CL_TraceBox(r_view.origin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3133 if (trace.fraction < 1)
3135 dist = trace.fraction * r_editlights_cursordistance.value;
3136 push = r_editlights_cursorpushback.value;
3140 VectorMA(trace.endpos, push, r_view.forward, endpos);
3141 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3145 VectorClear( endpos );
3147 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3148 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3149 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3152 void R_Shadow_UpdateWorldLightSelection(void)
3154 if (r_editlights.integer)
3156 R_Shadow_SetCursorLocationForView();
3157 R_Shadow_SelectLightInView();
3158 R_Shadow_DrawLightSprites();
3161 R_Shadow_SelectLight(NULL);
3164 void R_Shadow_EditLights_Clear_f(void)
3166 R_Shadow_ClearWorldLights();
3169 void R_Shadow_EditLights_Reload_f(void)
3171 if (!r_refdef.worldmodel)
3173 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3174 R_Shadow_ClearWorldLights();
3175 R_Shadow_LoadWorldLights();
3176 if (r_shadow_worldlightchain == NULL)
3178 R_Shadow_LoadLightsFile();
3179 if (r_shadow_worldlightchain == NULL)
3180 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3184 void R_Shadow_EditLights_Save_f(void)
3186 if (!r_refdef.worldmodel)
3188 R_Shadow_SaveWorldLights();
3191 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3193 R_Shadow_ClearWorldLights();
3194 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3197 void R_Shadow_EditLights_ImportLightsFile_f(void)
3199 R_Shadow_ClearWorldLights();
3200 R_Shadow_LoadLightsFile();
3203 void R_Shadow_EditLights_Spawn_f(void)
3206 if (!r_editlights.integer)
3208 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3211 if (Cmd_Argc() != 1)
3213 Con_Print("r_editlights_spawn does not take parameters\n");
3216 color[0] = color[1] = color[2] = 1;
3217 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3220 void R_Shadow_EditLights_Edit_f(void)
3222 vec3_t origin, angles, color;
3223 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3224 int style, shadows, flags, normalmode, realtimemode;
3225 char cubemapname[MAX_INPUTLINE];
3226 if (!r_editlights.integer)
3228 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3231 if (!r_shadow_selectedlight)
3233 Con_Print("No selected light.\n");
3236 VectorCopy(r_shadow_selectedlight->origin, origin);
3237 VectorCopy(r_shadow_selectedlight->angles, angles);
3238 VectorCopy(r_shadow_selectedlight->color, color);
3239 radius = r_shadow_selectedlight->radius;
3240 style = r_shadow_selectedlight->style;
3241 if (r_shadow_selectedlight->cubemapname)
3242 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3245 shadows = r_shadow_selectedlight->shadow;
3246 corona = r_shadow_selectedlight->corona;
3247 coronasizescale = r_shadow_selectedlight->coronasizescale;
3248 ambientscale = r_shadow_selectedlight->ambientscale;
3249 diffusescale = r_shadow_selectedlight->diffusescale;
3250 specularscale = r_shadow_selectedlight->specularscale;
3251 flags = r_shadow_selectedlight->flags;
3252 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3253 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3254 if (!strcmp(Cmd_Argv(1), "origin"))
3256 if (Cmd_Argc() != 5)
3258 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3261 origin[0] = atof(Cmd_Argv(2));
3262 origin[1] = atof(Cmd_Argv(3));
3263 origin[2] = atof(Cmd_Argv(4));
3265 else if (!strcmp(Cmd_Argv(1), "originx"))
3267 if (Cmd_Argc() != 3)
3269 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3272 origin[0] = atof(Cmd_Argv(2));
3274 else if (!strcmp(Cmd_Argv(1), "originy"))
3276 if (Cmd_Argc() != 3)
3278 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3281 origin[1] = atof(Cmd_Argv(2));
3283 else if (!strcmp(Cmd_Argv(1), "originz"))
3285 if (Cmd_Argc() != 3)
3287 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3290 origin[2] = atof(Cmd_Argv(2));
3292 else if (!strcmp(Cmd_Argv(1), "move"))
3294 if (Cmd_Argc() != 5)
3296 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3299 origin[0] += atof(Cmd_Argv(2));
3300 origin[1] += atof(Cmd_Argv(3));
3301 origin[2] += atof(Cmd_Argv(4));
3303 else if (!strcmp(Cmd_Argv(1), "movex"))
3305 if (Cmd_Argc() != 3)
3307 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3310 origin[0] += atof(Cmd_Argv(2));
3312 else if (!strcmp(Cmd_Argv(1), "movey"))
3314 if (Cmd_Argc() != 3)
3316 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3319 origin[1] += atof(Cmd_Argv(2));
3321 else if (!strcmp(Cmd_Argv(1), "movez"))
3323 if (Cmd_Argc() != 3)
3325 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3328 origin[2] += atof(Cmd_Argv(2));
3330 else if (!strcmp(Cmd_Argv(1), "angles"))
3332 if (Cmd_Argc() != 5)
3334 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3337 angles[0] = atof(Cmd_Argv(2));
3338 angles[1] = atof(Cmd_Argv(3));
3339 angles[2] = atof(Cmd_Argv(4));
3341 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3343 if (Cmd_Argc() != 3)
3345 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3348 angles[0] = atof(Cmd_Argv(2));
3350 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3352 if (Cmd_Argc() != 3)
3354 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3357 angles[1] = atof(Cmd_Argv(2));
3359 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3361 if (Cmd_Argc() != 3)
3363 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3366 angles[2] = atof(Cmd_Argv(2));
3368 else if (!strcmp(Cmd_Argv(1), "color"))
3370 if (Cmd_Argc() != 5)
3372 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3375 color[0] = atof(Cmd_Argv(2));
3376 color[1] = atof(Cmd_Argv(3));
3377 color[2] = atof(Cmd_Argv(4));
3379 else if (!strcmp(Cmd_Argv(1), "radius"))
3381 if (Cmd_Argc() != 3)
3383 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3386 radius = atof(Cmd_Argv(2));
3388 else if (!strcmp(Cmd_Argv(1), "colorscale"))
3390 if (Cmd_Argc() == 3)
3392 double scale = atof(Cmd_Argv(2));
3399 if (Cmd_Argc() != 5)
3401 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
3404 color[0] *= atof(Cmd_Argv(2));
3405 color[1] *= atof(Cmd_Argv(3));
3406 color[2] *= atof(Cmd_Argv(4));
3409 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3411 if (Cmd_Argc() != 3)
3413 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3416 radius *= atof(Cmd_Argv(2));
3418 else if (!strcmp(Cmd_Argv(1), "style"))
3420 if (Cmd_Argc() != 3)
3422 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3425 style = atoi(Cmd_Argv(2));
3427 else if (!strcmp(Cmd_Argv(1), "cubemap"))
3431 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3434 if (Cmd_Argc() == 3)
3435 strcpy(cubemapname, Cmd_Argv(2));
3439 else if (!strcmp(Cmd_Argv(1), "shadows"))
3441 if (Cmd_Argc() != 3)
3443 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3446 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3448 else if (!strcmp(Cmd_Argv(1), "corona"))
3450 if (Cmd_Argc() != 3)
3452 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3455 corona = atof(Cmd_Argv(2));
3457 else if (!strcmp(Cmd_Argv(1), "coronasize"))
3459 if (Cmd_Argc() != 3)
3461 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3464 coronasizescale = atof(Cmd_Argv(2));
3466 else if (!strcmp(Cmd_Argv(1), "ambient"))
3468 if (Cmd_Argc() != 3)
3470 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3473 ambientscale = atof(Cmd_Argv(2));
3475 else if (!strcmp(Cmd_Argv(1), "diffuse"))
3477 if (Cmd_Argc() != 3)
3479 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3482 diffusescale = atof(Cmd_Argv(2));
3484 else if (!strcmp(Cmd_Argv(1), "specular"))
3486 if (Cmd_Argc() != 3)
3488 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3491 specularscale = atof(Cmd_Argv(2));
3493 else if (!strcmp(Cmd_Argv(1), "normalmode"))
3495 if (Cmd_Argc() != 3)
3497 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3500 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3502 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3504 if (Cmd_Argc() != 3)
3506 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3509 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3513 Con_Print("usage: r_editlights_edit [property] [value]\n");
3514 Con_Print("Selected light's properties:\n");
3515 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3516 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3517 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3518 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
3519 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
3520 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
3521 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3522 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
3523 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
3524 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
3525 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
3526 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
3527 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
3528 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
3531 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
3532 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3535 void R_Shadow_EditLights_EditAll_f(void)
3539 if (!r_editlights.integer)
3541 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
3545 for (light = r_shadow_worldlightchain;light;light = light->next)
3547 R_Shadow_SelectLight(light);
3548 R_Shadow_EditLights_Edit_f();
3552 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
3554 int lightnumber, lightcount;
3558 if (!r_editlights.integer)
3564 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
3565 if (light == r_shadow_selectedlight)
3566 lightnumber = lightcount;
3567 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;
3568 if (r_shadow_selectedlight == NULL)
3570 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3571 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;
3572 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;
3573 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;
3574 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3575 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3576 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3577 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;
3578 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3579 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3580 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3581 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3582 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3583 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;
3584 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;
3587 void R_Shadow_EditLights_ToggleShadow_f(void)
3589 if (!r_editlights.integer)
3591 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3594 if (!r_shadow_selectedlight)
3596 Con_Print("No selected light.\n");
3599 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);
3602 void R_Shadow_EditLights_ToggleCorona_f(void)
3604 if (!r_editlights.integer)
3606 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3609 if (!r_shadow_selectedlight)
3611 Con_Print("No selected light.\n");
3614 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);
3617 void R_Shadow_EditLights_Remove_f(void)
3619 if (!r_editlights.integer)
3621 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
3624 if (!r_shadow_selectedlight)
3626 Con_Print("No selected light.\n");
3629 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
3630 r_shadow_selectedlight = NULL;
3633 void R_Shadow_EditLights_Help_f(void)
3636 "Documentation on r_editlights system:\n"
3638 "r_editlights : enable/disable editing mode\n"
3639 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
3640 "r_editlights_cursorpushback : push back cursor this far from surface\n"
3641 "r_editlights_cursorpushoff : push cursor off surface this far\n"
3642 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
3643 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
3645 "r_editlights_help : this help\n"
3646 "r_editlights_clear : remove all lights\n"
3647 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
3648 "r_editlights_save : save to .rtlights file\n"
3649 "r_editlights_spawn : create a light with default settings\n"
3650 "r_editlights_edit command : edit selected light - more documentation below\n"
3651 "r_editlights_remove : remove selected light\n"
3652 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
3653 "r_editlights_importlightentitiesfrommap : reload light entities\n"
3654 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
3656 "origin x y z : set light location\n"
3657 "originx x: set x component of light location\n"
3658 "originy y: set y component of light location\n"
3659 "originz z: set z component of light location\n"
3660 "move x y z : adjust light location\n"
3661 "movex x: adjust x component of light location\n"
3662 "movey y: adjust y component of light location\n"
3663 "movez z: adjust z component of light location\n"
3664 "angles x y z : set light angles\n"
3665 "anglesx x: set x component of light angles\n"
3666 "anglesy y: set y component of light angles\n"
3667 "anglesz z: set z component of light angles\n"
3668 "color r g b : set color of light (can be brighter than 1 1 1)\n"
3669 "radius radius : set radius (size) of light\n"
3670 "colorscale grey : multiply color of light (1 does nothing)\n"
3671 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
3672 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
3673 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
3674 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
3675 "cubemap basename : set filter cubemap of light (not yet supported)\n"
3676 "shadows 1/0 : turn on/off shadows\n"
3677 "corona n : set corona intensity\n"
3678 "coronasize n : set corona size (0-1)\n"
3679 "ambient n : set ambient intensity (0-1)\n"
3680 "diffuse n : set diffuse intensity (0-1)\n"
3681 "specular n : set specular intensity (0-1)\n"
3682 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
3683 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
3684 "<nothing> : print light properties to console\n"
3688 void R_Shadow_EditLights_CopyInfo_f(void)
3690 if (!r_editlights.integer)
3692 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
3695 if (!r_shadow_selectedlight)
3697 Con_Print("No selected light.\n");
3700 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
3701 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
3702 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
3703 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
3704 if (r_shadow_selectedlight->cubemapname)
3705 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
3707 r_shadow_bufferlight.cubemapname[0] = 0;
3708 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
3709 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
3710 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
3711 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
3712 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
3713 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
3714 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
3717 void R_Shadow_EditLights_PasteInfo_f(void)
3719 if (!r_editlights.integer)
3721 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
3724 if (!r_shadow_selectedlight)
3726 Con_Print("No selected light.\n");
3729 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);
3732 void R_Shadow_EditLights_Init(void)
3734 Cvar_RegisterVariable(&r_editlights);
3735 Cvar_RegisterVariable(&r_editlights_cursordistance);
3736 Cvar_RegisterVariable(&r_editlights_cursorpushback);
3737 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
3738 Cvar_RegisterVariable(&r_editlights_cursorgrid);
3739 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
3740 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
3741 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
3742 Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
3743 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
3744 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
3745 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
3746 Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
3747 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
3748 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
3749 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
3750 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
3751 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
3752 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
3753 Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");