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 mempool_t *r_shadow_mempool;
164 int maxshadowelements;
178 int r_shadow_buffer_numleafpvsbytes;
179 unsigned char *r_shadow_buffer_leafpvs;
180 int *r_shadow_buffer_leaflist;
182 int r_shadow_buffer_numsurfacepvsbytes;
183 unsigned char *r_shadow_buffer_surfacepvs;
184 int *r_shadow_buffer_surfacelist;
186 rtexturepool_t *r_shadow_texturepool;
187 rtexture_t *r_shadow_attenuation2dtexture;
188 rtexture_t *r_shadow_attenuation3dtexture;
190 // lights are reloaded when this changes
191 char r_shadow_mapname[MAX_QPATH];
193 // used only for light filters (cubemaps)
194 rtexturepool_t *r_shadow_filters_texturepool;
196 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"};
197 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"};
198 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
199 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)"};
200 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"};
201 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
202 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
203 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_shadow_glsl lighting)"};
204 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
205 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
206 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
207 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
208 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
209 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!)"};
210 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)"};
211 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"};
212 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"};
213 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
214 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
215 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"};
216 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)"};
217 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
218 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)"};
219 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_shadow_glsl lighting)"};
220 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
221 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
222 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
223 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0", "enables offset mapping effect (also known as parallax mapping or sometimes as virtual displacement mapping, not as good as relief mapping or silohuette mapping but much faster), can cause strange artifacts on many textures, requires bumpmaps for depth information (normalmaps can have depth information as alpha channel, but most do not)"};
224 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04", "how deep the offset mapping effect is, and whether it is inward or outward"};
225 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04", "pushes the effect closer/further"};
226 cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0", "use half and hvec variables in GLSL shader for a speed gain (NVIDIA only)"};
227 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1", "normalize bumpmap texels in GLSL shader, produces a more rounded look on small bumps and dents"};
228 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
229 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
230 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
231 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
232 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
233 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
234 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
236 float r_shadow_attenpower, r_shadow_attenscale;
238 rtlight_t *r_shadow_compilingrtlight;
239 dlight_t *r_shadow_worldlightchain;
240 dlight_t *r_shadow_selectedlight;
241 dlight_t r_shadow_bufferlight;
242 vec3_t r_editlights_cursorlocation;
244 rtexture_t *lighttextures[5];
246 extern int con_vislines;
248 typedef struct cubemapinfo_s
255 #define MAX_CUBEMAPS 256
256 static int numcubemaps;
257 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
259 #define SHADERPERMUTATION_COLORMAPPING (1<<0)
260 #define SHADERPERMUTATION_SPECULAR (1<<1)
261 #define SHADERPERMUTATION_FOG (1<<2)
262 #define SHADERPERMUTATION_CUBEFILTER (1<<3)
263 #define SHADERPERMUTATION_OFFSETMAPPING (1<<4)
264 #define SHADERPERMUTATION_SURFACENORMALIZE (1<<5)
265 #define SHADERPERMUTATION_GEFORCEFX (1<<6)
266 #define SHADERPERMUTATION_COUNT (1<<7)
268 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
270 void R_Shadow_UncompileWorldLights(void);
271 void R_Shadow_ClearWorldLights(void);
272 void R_Shadow_SaveWorldLights(void);
273 void R_Shadow_LoadWorldLights(void);
274 void R_Shadow_LoadLightsFile(void);
275 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
276 void R_Shadow_EditLights_Reload_f(void);
277 void R_Shadow_ValidateCvars(void);
278 static void R_Shadow_MakeTextures(void);
279 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
281 const char *builtinshader_light_vert =
282 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
283 "// written by Forest 'LordHavoc' Hale\n"
285 "// use half floats if available for math performance\n"
287 "#define myhalf half\n"
288 "#define myhvec2 hvec2\n"
289 "#define myhvec3 hvec3\n"
290 "#define myhvec4 hvec4\n"
292 "#define myhalf float\n"
293 "#define myhvec2 vec2\n"
294 "#define myhvec3 vec3\n"
295 "#define myhvec4 vec4\n"
298 "uniform vec3 LightPosition;\n"
300 "varying vec2 TexCoord;\n"
301 "varying myhvec3 CubeVector;\n"
302 "varying vec3 LightVector;\n"
304 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
305 "uniform vec3 EyePosition;\n"
306 "varying vec3 EyeVector;\n"
309 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
313 " // copy the surface texcoord\n"
314 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
316 " // transform vertex position into light attenuation/cubemap space\n"
317 " // (-1 to +1 across the light box)\n"
318 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
320 " // transform unnormalized light direction into tangent space\n"
321 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
322 " // normalize it per pixel)\n"
323 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
324 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
325 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
326 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
328 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
329 " // transform unnormalized eye direction into tangent space\n"
330 " vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
331 " EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
332 " EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
333 " EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
336 " // transform vertex to camera space, using ftransform to match non-VS\n"
338 " gl_Position = ftransform();\n"
342 const char *builtinshader_light_frag =
343 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
344 "// written by Forest 'LordHavoc' Hale\n"
346 "// use half floats if available for math performance\n"
348 "#define myhalf half\n"
349 "#define myhvec2 hvec2\n"
350 "#define myhvec3 hvec3\n"
351 "#define myhvec4 hvec4\n"
353 "#define myhalf float\n"
354 "#define myhvec2 vec2\n"
355 "#define myhvec3 vec3\n"
356 "#define myhvec4 vec4\n"
359 "uniform myhvec3 LightColor;\n"
360 "#ifdef USEOFFSETMAPPING\n"
361 "uniform myhalf OffsetMapping_Scale;\n"
362 "uniform myhalf OffsetMapping_Bias;\n"
364 "#ifdef USESPECULAR\n"
365 "uniform myhalf SpecularPower;\n"
368 "uniform myhalf FogRangeRecip;\n"
370 "uniform myhalf AmbientScale;\n"
371 "uniform myhalf DiffuseScale;\n"
372 "#ifdef USESPECULAR\n"
373 "uniform myhalf SpecularScale;\n"
376 "#ifdef USECOLORMAPPING\n"
377 "uniform myhvec3 Color_Pants;\n"
378 "uniform myhvec3 Color_Shirt;\n"
381 "uniform sampler2D Texture_Normal;\n"
382 "uniform sampler2D Texture_Color;\n"
383 "uniform sampler2D Texture_Pants;\n"
384 "uniform sampler2D Texture_Shirt;\n"
385 "#ifdef USESPECULAR\n"
386 "uniform sampler2D Texture_Gloss;\n"
388 "#ifdef USECUBEFILTER\n"
389 "uniform samplerCube Texture_Cube;\n"
392 "uniform sampler2D Texture_FogMask;\n"
395 "varying vec2 TexCoord;\n"
396 "varying myhvec3 CubeVector;\n"
397 "varying vec3 LightVector;\n"
398 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
399 "varying vec3 EyeVector;\n"
406 " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
407 " // center and sharp falloff at the edge, this is about the most efficient\n"
408 " // we can get away with as far as providing illumination.\n"
410 " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
411 " // provide significant illumination, large = slow = pain.\n"
412 " myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
416 " colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
419 "#ifdef USEOFFSETMAPPING\n"
420 " // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
421 " myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
422 " myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
423 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
424 " TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
425 "#define TexCoord TexCoordOffset\n"
428 " // get the surface normal\n"
429 "#ifdef SURFACENORMALIZE\n"
430 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
432 " myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
435 " // calculate shading\n"
436 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
437 " myhvec4 texturecolor = myhvec4(texture2D(Texture_Color, TexCoord));\n"
438 " colorscale *= texturecolor.a;\n"
439 " myhvec3 color = myhvec3(texturecolor);\n"
440 "#ifdef USECOLORMAPPING\n"
441 " color += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
443 " color *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
444 "#ifdef USESPECULAR\n"
445 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
446 " color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
449 "#ifdef USECUBEFILTER\n"
450 " // apply light cubemap filter\n"
451 " color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
454 " // calculate fragment color (apply light color and attenuation/fog scaling)\n"
455 " gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
459 void r_shadow_start(void)
462 // use half float math where available (speed gain on NVIDIA GFFX and GF6)
463 if (gl_support_half_float)
464 Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
465 // allocate vertex processing arrays
467 r_shadow_attenuation2dtexture = NULL;
468 r_shadow_attenuation3dtexture = NULL;
469 r_shadow_texturepool = NULL;
470 r_shadow_filters_texturepool = NULL;
471 R_Shadow_ValidateCvars();
472 R_Shadow_MakeTextures();
473 maxshadowelements = 0;
474 shadowelements = NULL;
482 shadowmarklist = NULL;
484 r_shadow_buffer_numleafpvsbytes = 0;
485 r_shadow_buffer_leafpvs = NULL;
486 r_shadow_buffer_leaflist = NULL;
487 r_shadow_buffer_numsurfacepvsbytes = 0;
488 r_shadow_buffer_surfacepvs = NULL;
489 r_shadow_buffer_surfacelist = NULL;
490 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
491 r_shadow_program_light[i] = 0;
492 if (gl_support_fragment_shader)
494 char *vertstring, *fragstring;
495 int vertstrings_count;
496 int fragstrings_count;
497 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
498 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
499 vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false, NULL);
500 fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false, NULL);
501 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
503 char permutationname[256];
504 vertstrings_count = 0;
505 fragstrings_count = 0;
506 permutationname[0] = 0;
507 if (i & SHADERPERMUTATION_COLORMAPPING)
509 vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n";
510 fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n";
511 strlcat(permutationname, " colormapping", sizeof(permutationname));
513 if (i & SHADERPERMUTATION_SPECULAR)
515 vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
516 fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
517 strlcat(permutationname, " specular", sizeof(permutationname));
519 if (i & SHADERPERMUTATION_FOG)
521 vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
522 fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
523 strlcat(permutationname, " fog", sizeof(permutationname));
525 if (i & SHADERPERMUTATION_CUBEFILTER)
527 vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
528 fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
529 strlcat(permutationname, " cubefilter", sizeof(permutationname));
531 if (i & SHADERPERMUTATION_OFFSETMAPPING)
533 vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
534 fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
535 strlcat(permutationname, " offsetmapping", sizeof(permutationname));
537 if (i & SHADERPERMUTATION_SURFACENORMALIZE)
539 vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
540 fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
541 strlcat(permutationname, " surfacenormalize", sizeof(permutationname));
543 if (i & SHADERPERMUTATION_GEFORCEFX)
545 // if the extension does not exist, don't try to compile it
546 if (!gl_support_half_float)
548 vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
549 fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
550 strlcat(permutationname, " halffloat", sizeof(permutationname));
552 vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
553 fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
554 r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
555 if (!r_shadow_program_light[i])
557 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/light");
560 qglUseProgramObjectARB(r_shadow_program_light[i]);
561 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
562 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
563 if (i & SHADERPERMUTATION_SPECULAR)
565 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
567 if (i & SHADERPERMUTATION_CUBEFILTER)
569 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
571 if (i & SHADERPERMUTATION_FOG)
573 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
575 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Pants"), 5);CHECKGLERROR
576 qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Shirt"), 6);CHECKGLERROR
578 qglUseProgramObjectARB(0);
580 Mem_Free(fragstring);
582 Mem_Free(vertstring);
586 void r_shadow_shutdown(void)
589 R_Shadow_UncompileWorldLights();
590 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
592 if (r_shadow_program_light[i])
594 GL_Backend_FreeProgram(r_shadow_program_light[i]);
595 r_shadow_program_light[i] = 0;
599 r_shadow_attenuation2dtexture = NULL;
600 r_shadow_attenuation3dtexture = NULL;
601 R_FreeTexturePool(&r_shadow_texturepool);
602 R_FreeTexturePool(&r_shadow_filters_texturepool);
603 maxshadowelements = 0;
605 Mem_Free(shadowelements);
606 shadowelements = NULL;
609 Mem_Free(vertexupdate);
612 Mem_Free(vertexremap);
618 Mem_Free(shadowmark);
621 Mem_Free(shadowmarklist);
622 shadowmarklist = NULL;
624 r_shadow_buffer_numleafpvsbytes = 0;
625 if (r_shadow_buffer_leafpvs)
626 Mem_Free(r_shadow_buffer_leafpvs);
627 r_shadow_buffer_leafpvs = NULL;
628 if (r_shadow_buffer_leaflist)
629 Mem_Free(r_shadow_buffer_leaflist);
630 r_shadow_buffer_leaflist = NULL;
631 r_shadow_buffer_numsurfacepvsbytes = 0;
632 if (r_shadow_buffer_surfacepvs)
633 Mem_Free(r_shadow_buffer_surfacepvs);
634 r_shadow_buffer_surfacepvs = NULL;
635 if (r_shadow_buffer_surfacelist)
636 Mem_Free(r_shadow_buffer_surfacelist);
637 r_shadow_buffer_surfacelist = NULL;
640 void r_shadow_newmap(void)
644 void R_Shadow_Help_f(void)
647 "Documentation on r_shadow system:\n"
649 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
650 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
651 "r_shadow_debuglight : render only this light number (-1 = all)\n"
652 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
653 "r_shadow_gloss2intensity : brightness of forced gloss\n"
654 "r_shadow_glossintensity : brightness of textured gloss\n"
655 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
656 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
657 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
658 "r_shadow_portallight : use portal visibility for static light precomputation\n"
659 "r_shadow_projectdistance : shadow volume projection distance\n"
660 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
661 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
662 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
663 "r_shadow_realtime_world : use high quality world lighting mode\n"
664 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
665 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
666 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
667 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
668 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
669 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
670 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
671 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
672 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
673 "r_shadow_glsl_usehalffloat : use lower quality lighting\n"
674 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
675 "r_shadow_scissor : use scissor optimization\n"
676 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
677 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
678 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
679 "r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
680 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
682 "r_shadow_help : this help\n"
686 void R_Shadow_Init(void)
688 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
689 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
690 Cvar_RegisterVariable(&r_shadow_debuglight);
691 Cvar_RegisterVariable(&r_shadow_gloss);
692 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
693 Cvar_RegisterVariable(&r_shadow_glossintensity);
694 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
695 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
696 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
697 Cvar_RegisterVariable(&r_shadow_portallight);
698 Cvar_RegisterVariable(&r_shadow_projectdistance);
699 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
700 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
701 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
702 Cvar_RegisterVariable(&r_shadow_realtime_world);
703 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
704 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
705 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
706 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
707 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
708 Cvar_RegisterVariable(&r_shadow_scissor);
709 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
710 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
711 Cvar_RegisterVariable(&r_shadow_texture3d);
712 Cvar_RegisterVariable(&r_shadow_visiblelighting);
713 Cvar_RegisterVariable(&r_shadow_visiblevolumes);
714 Cvar_RegisterVariable(&r_shadow_glsl);
715 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
716 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
717 Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
718 Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
719 Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
720 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
721 if (gamemode == GAME_TENEBRAE)
723 Cvar_SetValue("r_shadow_gloss", 2);
724 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
726 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
727 R_Shadow_EditLights_Init();
728 r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
729 r_shadow_worldlightchain = NULL;
730 maxshadowelements = 0;
731 shadowelements = NULL;
739 shadowmarklist = NULL;
741 r_shadow_buffer_numleafpvsbytes = 0;
742 r_shadow_buffer_leafpvs = NULL;
743 r_shadow_buffer_leaflist = NULL;
744 r_shadow_buffer_numsurfacepvsbytes = 0;
745 r_shadow_buffer_surfacepvs = NULL;
746 r_shadow_buffer_surfacelist = NULL;
747 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
750 matrix4x4_t matrix_attenuationxyz =
753 {0.5, 0.0, 0.0, 0.5},
754 {0.0, 0.5, 0.0, 0.5},
755 {0.0, 0.0, 0.5, 0.5},
760 matrix4x4_t matrix_attenuationz =
763 {0.0, 0.0, 0.5, 0.5},
764 {0.0, 0.0, 0.0, 0.5},
765 {0.0, 0.0, 0.0, 0.5},
770 int *R_Shadow_ResizeShadowElements(int numtris)
772 // make sure shadowelements is big enough for this volume
773 if (maxshadowelements < numtris * 24)
775 maxshadowelements = numtris * 24;
777 Mem_Free(shadowelements);
778 shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
780 return shadowelements;
783 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
785 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
786 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
787 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
789 if (r_shadow_buffer_leafpvs)
790 Mem_Free(r_shadow_buffer_leafpvs);
791 if (r_shadow_buffer_leaflist)
792 Mem_Free(r_shadow_buffer_leaflist);
793 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
794 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
795 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
797 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
799 if (r_shadow_buffer_surfacepvs)
800 Mem_Free(r_shadow_buffer_surfacepvs);
801 if (r_shadow_buffer_surfacelist)
802 Mem_Free(r_shadow_buffer_surfacelist);
803 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
804 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
805 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
809 void R_Shadow_PrepareShadowMark(int numtris)
811 // make sure shadowmark is big enough for this volume
812 if (maxshadowmark < numtris)
814 maxshadowmark = numtris;
816 Mem_Free(shadowmark);
818 Mem_Free(shadowmarklist);
819 shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
820 shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
824 // if shadowmarkcount wrapped we clear the array and adjust accordingly
825 if (shadowmarkcount == 0)
828 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
833 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)
836 int outtriangles = 0, outvertices = 0;
840 if (maxvertexupdate < innumvertices)
842 maxvertexupdate = innumvertices;
844 Mem_Free(vertexupdate);
846 Mem_Free(vertexremap);
847 vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
848 vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
852 if (vertexupdatenum == 0)
855 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
856 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
859 for (i = 0;i < numshadowmarktris;i++)
860 shadowmark[shadowmarktris[i]] = shadowmarkcount;
862 for (i = 0;i < numshadowmarktris;i++)
864 element = inelement3i + shadowmarktris[i] * 3;
865 // make sure the vertices are created
866 for (j = 0;j < 3;j++)
868 if (vertexupdate[element[j]] != vertexupdatenum)
870 float ratio, direction[3];
871 vertexupdate[element[j]] = vertexupdatenum;
872 vertexremap[element[j]] = outvertices;
873 vertex = invertex3f + element[j] * 3;
874 // project one copy of the vertex to the sphere radius of the light
875 // (FIXME: would projecting it to the light box be better?)
876 VectorSubtract(vertex, projectorigin, direction);
877 ratio = projectdistance / VectorLength(direction);
878 VectorCopy(vertex, outvertex3f);
879 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
886 for (i = 0;i < numshadowmarktris;i++)
888 int remappedelement[3];
890 const int *neighbortriangle;
892 markindex = shadowmarktris[i] * 3;
893 element = inelement3i + markindex;
894 neighbortriangle = inneighbor3i + markindex;
895 // output the front and back triangles
896 outelement3i[0] = vertexremap[element[0]];
897 outelement3i[1] = vertexremap[element[1]];
898 outelement3i[2] = vertexremap[element[2]];
899 outelement3i[3] = vertexremap[element[2]] + 1;
900 outelement3i[4] = vertexremap[element[1]] + 1;
901 outelement3i[5] = vertexremap[element[0]] + 1;
905 // output the sides (facing outward from this triangle)
906 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
908 remappedelement[0] = vertexremap[element[0]];
909 remappedelement[1] = vertexremap[element[1]];
910 outelement3i[0] = remappedelement[1];
911 outelement3i[1] = remappedelement[0];
912 outelement3i[2] = remappedelement[0] + 1;
913 outelement3i[3] = remappedelement[1];
914 outelement3i[4] = remappedelement[0] + 1;
915 outelement3i[5] = remappedelement[1] + 1;
920 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
922 remappedelement[1] = vertexremap[element[1]];
923 remappedelement[2] = vertexremap[element[2]];
924 outelement3i[0] = remappedelement[2];
925 outelement3i[1] = remappedelement[1];
926 outelement3i[2] = remappedelement[1] + 1;
927 outelement3i[3] = remappedelement[2];
928 outelement3i[4] = remappedelement[1] + 1;
929 outelement3i[5] = remappedelement[2] + 1;
934 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
936 remappedelement[0] = vertexremap[element[0]];
937 remappedelement[2] = vertexremap[element[2]];
938 outelement3i[0] = remappedelement[0];
939 outelement3i[1] = remappedelement[2];
940 outelement3i[2] = remappedelement[2] + 1;
941 outelement3i[3] = remappedelement[0];
942 outelement3i[4] = remappedelement[2] + 1;
943 outelement3i[5] = remappedelement[0] + 1;
950 *outnumvertices = outvertices;
954 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)
957 if (projectdistance < 0.1)
959 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
962 if (!numverts || !nummarktris)
964 // make sure shadowelements is big enough for this volume
965 if (maxshadowelements < nummarktris * 24)
966 R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
967 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
968 renderstats.lights_dynamicshadowtriangles += tris;
969 R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
972 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)
977 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
979 tend = firsttriangle + numtris;
980 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
981 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
982 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
984 // surface box entirely inside light box, no box cull
985 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
986 if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
987 shadowmarklist[numshadowmark++] = t;
991 // surface box not entirely inside light box, cull each triangle
992 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
994 v[0] = invertex3f + e[0] * 3;
995 v[1] = invertex3f + e[1] * 3;
996 v[2] = invertex3f + e[2] * 3;
997 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
998 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
999 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
1000 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
1001 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
1002 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
1003 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
1004 shadowmarklist[numshadowmark++] = t;
1009 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
1012 if (r_shadow_compilingrtlight)
1014 // if we're compiling an rtlight, capture the mesh
1015 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
1018 renderstats.lights_shadowtriangles += numtriangles;
1019 memset(&m, 0, sizeof(m));
1020 m.pointer_vertex = vertex3f;
1022 GL_LockArrays(0, numvertices);
1023 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
1025 // decrement stencil if backface is behind depthbuffer
1026 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
1027 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1028 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1029 // increment stencil if frontface is behind depthbuffer
1030 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1031 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1033 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
1034 GL_LockArrays(0, 0);
1037 static void R_Shadow_MakeTextures(void)
1040 float v[3], intensity;
1041 unsigned char *data;
1042 R_FreeTexturePool(&r_shadow_texturepool);
1043 r_shadow_texturepool = R_AllocTexturePool();
1044 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
1045 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
1046 #define ATTEN2DSIZE 64
1047 #define ATTEN3DSIZE 32
1048 data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
1049 for (y = 0;y < ATTEN2DSIZE;y++)
1051 for (x = 0;x < ATTEN2DSIZE;x++)
1053 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1054 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
1056 intensity = 1.0f - sqrt(DotProduct(v, v));
1058 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1059 d = bound(0, intensity, 255);
1060 data[(y*ATTEN2DSIZE+x)*4+0] = d;
1061 data[(y*ATTEN2DSIZE+x)*4+1] = d;
1062 data[(y*ATTEN2DSIZE+x)*4+2] = d;
1063 data[(y*ATTEN2DSIZE+x)*4+3] = d;
1066 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1067 if (r_shadow_texture3d.integer)
1069 for (z = 0;z < ATTEN3DSIZE;z++)
1071 for (y = 0;y < ATTEN3DSIZE;y++)
1073 for (x = 0;x < ATTEN3DSIZE;x++)
1075 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1076 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1077 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
1078 intensity = 1.0f - sqrt(DotProduct(v, v));
1080 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
1081 d = bound(0, intensity, 255);
1082 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
1083 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
1084 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
1085 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
1089 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
1094 void R_Shadow_ValidateCvars(void)
1096 if (r_shadow_texture3d.integer && !gl_texture3d)
1097 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
1098 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
1099 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
1102 // light currently being rendered
1103 rtlight_t *r_shadow_rtlight;
1105 // this is the location of the eye in entity space
1106 vec3_t r_shadow_entityeyeorigin;
1107 // this is the location of the light in entity space
1108 vec3_t r_shadow_entitylightorigin;
1109 // this transforms entity coordinates to light filter cubemap coordinates
1110 // (also often used for other purposes)
1111 matrix4x4_t r_shadow_entitytolight;
1112 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
1113 // of attenuation texturing in full 3D (Z result often ignored)
1114 matrix4x4_t r_shadow_entitytoattenuationxyz;
1115 // this transforms only the Z to S, and T is always 0.5
1116 matrix4x4_t r_shadow_entitytoattenuationz;
1118 static int r_shadow_lightpermutation;
1119 static int r_shadow_lightprog;
1121 void R_Shadow_RenderMode_Begin(void)
1125 R_Shadow_ValidateCvars();
1127 if (!r_shadow_attenuation2dtexture
1128 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
1129 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
1130 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
1131 R_Shadow_MakeTextures();
1133 memset(&m, 0, sizeof(m));
1135 GL_BlendFunc(GL_ONE, GL_ZERO);
1136 GL_DepthMask(false);
1138 GL_Color(0, 0, 0, 1);
1139 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1140 qglEnable(GL_CULL_FACE);
1141 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1143 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1145 if (gl_ext_stenciltwoside.integer)
1146 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
1148 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
1150 if (r_shadow_glsl.integer && r_shadow_program_light[0])
1151 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
1152 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
1153 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
1155 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
1158 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
1160 r_shadow_rtlight = rtlight;
1163 void R_Shadow_RenderMode_Reset(void)
1166 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1168 qglUseProgramObjectARB(0);
1169 // HACK HACK HACK: work around for bug in NVIDIAI 6xxx drivers that causes GL_OUT_OF_MEMORY and/or software rendering
1170 qglBegin(GL_TRIANGLES);
1174 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1175 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1176 memset(&m, 0, sizeof(m));
1180 void R_Shadow_RenderMode_StencilShadowVolumes(void)
1182 R_Shadow_RenderMode_Reset();
1183 GL_Color(1, 1, 1, 1);
1184 GL_ColorMask(0, 0, 0, 0);
1185 GL_BlendFunc(GL_ONE, GL_ZERO);
1186 GL_DepthMask(false);
1188 qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1189 //if (r_shadow_shadow_polygonoffset.value != 0)
1191 // qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
1192 // qglEnable(GL_POLYGON_OFFSET_FILL);
1195 // qglDisable(GL_POLYGON_OFFSET_FILL);
1196 qglDepthFunc(GL_LESS);
1197 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1198 qglEnable(GL_STENCIL_TEST);
1199 qglStencilFunc(GL_ALWAYS, 128, ~0);
1200 r_shadow_rendermode = r_shadow_shadowingrendermode;
1201 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
1203 qglDisable(GL_CULL_FACE);
1204 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1205 qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
1207 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
1208 qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
1210 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
1214 qglEnable(GL_CULL_FACE);
1216 // this is changed by every shadow render so its value here is unimportant
1217 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1219 GL_Clear(GL_STENCIL_BUFFER_BIT);
1220 renderstats.lights_clears++;
1223 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
1225 R_Shadow_RenderMode_Reset();
1226 GL_BlendFunc(GL_ONE, GL_ONE);
1227 GL_DepthMask(false);
1229 qglPolygonOffset(0, 0);
1230 //qglDisable(GL_POLYGON_OFFSET_FILL);
1231 GL_Color(1, 1, 1, 1);
1232 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1234 qglDepthFunc(GL_LEQUAL);
1236 qglDepthFunc(GL_EQUAL);
1237 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1238 qglEnable(GL_CULL_FACE);
1240 qglEnable(GL_STENCIL_TEST);
1242 qglDisable(GL_STENCIL_TEST);
1244 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1245 // only draw light where this geometry was already rendered AND the
1246 // stencil is 128 (values other than this mean shadow)
1247 qglStencilFunc(GL_EQUAL, 128, ~0);
1248 r_shadow_rendermode = r_shadow_lightingrendermode;
1249 // do global setup needed for the chosen lighting mode
1250 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
1252 R_Mesh_VertexPointer(varray_vertex3f);
1253 R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]);
1254 R_Mesh_TexCoordPointer(1, 3, varray_svector3f);
1255 R_Mesh_TexCoordPointer(2, 3, varray_tvector3f);
1256 R_Mesh_TexCoordPointer(3, 3, varray_normal3f);
1257 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
1258 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
1259 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
1260 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
1261 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
1262 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
1263 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
1264 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
1265 GL_BlendFunc(GL_ONE, GL_ONE);
1266 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1271 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
1273 R_Shadow_RenderMode_Reset();
1274 GL_BlendFunc(GL_ONE, GL_ONE);
1275 GL_DepthMask(false);
1276 GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
1277 qglPolygonOffset(0, 0);
1278 GL_Color(0.0, 0.0125, 0.1, 1);
1279 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1280 qglDepthFunc(GL_GEQUAL);
1281 qglCullFace(GL_FRONT); // this culls back
1282 qglDisable(GL_CULL_FACE);
1283 qglDisable(GL_STENCIL_TEST);
1284 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
1287 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
1289 R_Shadow_RenderMode_Reset();
1290 GL_BlendFunc(GL_ONE, GL_ONE);
1291 GL_DepthMask(false);
1292 GL_DepthTest(r_shadow_visiblelighting.integer < 2);
1293 qglPolygonOffset(0, 0);
1294 GL_Color(0.1, 0.0125, 0, 1);
1295 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1297 qglDepthFunc(GL_LEQUAL);
1299 qglDepthFunc(GL_EQUAL);
1300 qglCullFace(GL_FRONT); // this culls back
1301 qglEnable(GL_CULL_FACE);
1303 qglEnable(GL_STENCIL_TEST);
1305 qglDisable(GL_STENCIL_TEST);
1306 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
1309 void R_Shadow_RenderMode_End(void)
1311 R_Shadow_RenderMode_Reset();
1312 R_Shadow_RenderMode_ActiveLight(NULL);
1313 GL_BlendFunc(GL_ONE, GL_ZERO);
1316 qglPolygonOffset(0, 0);
1317 //qglDisable(GL_POLYGON_OFFSET_FILL);
1318 GL_Color(1, 1, 1, 1);
1319 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1320 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1321 qglDepthFunc(GL_LEQUAL);
1322 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
1323 qglEnable(GL_CULL_FACE);
1324 qglDisable(GL_STENCIL_TEST);
1325 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
1326 if (gl_support_stenciltwoside)
1327 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1329 qglStencilFunc(GL_ALWAYS, 128, ~0);
1330 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1333 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1335 int i, ix1, iy1, ix2, iy2;
1336 float x1, y1, x2, y2;
1339 mplane_t planes[11];
1340 float vertex3f[256*3];
1342 // if view is inside the light box, just say yes it's visible
1343 if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
1345 GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1349 // create a temporary brush describing the area the light can affect in worldspace
1350 VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
1351 VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
1352 VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
1353 VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
1354 VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
1355 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1356 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1357 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1358 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1359 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1360 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1362 // turn the brush into a mesh
1363 memset(&mesh, 0, sizeof(rmesh_t));
1364 mesh.maxvertices = 256;
1365 mesh.vertex3f = vertex3f;
1366 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1367 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1369 // if that mesh is empty, the light is not visible at all
1370 if (!mesh.numvertices)
1373 if (!r_shadow_scissor.integer)
1376 // if that mesh is not empty, check what area of the screen it covers
1377 x1 = y1 = x2 = y2 = 0;
1379 for (i = 0;i < mesh.numvertices;i++)
1381 VectorCopy(mesh.vertex3f + i * 3, v);
1382 GL_TransformToScreen(v, v2);
1383 //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]);
1386 if (x1 > v2[0]) x1 = v2[0];
1387 if (x2 < v2[0]) x2 = v2[0];
1388 if (y1 > v2[1]) y1 = v2[1];
1389 if (y2 < v2[1]) y2 = v2[1];
1398 // now convert the scissor rectangle to integer screen coordinates
1403 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1405 // clamp it to the screen
1406 if (ix1 < r_view_x) ix1 = r_view_x;
1407 if (iy1 < r_view_y) iy1 = r_view_y;
1408 if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
1409 if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
1411 // if it is inside out, it's not visible
1412 if (ix2 <= ix1 || iy2 <= iy1)
1415 // the light area is visible, set up the scissor rectangle
1416 GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
1417 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1418 //qglEnable(GL_SCISSOR_TEST);
1419 renderstats.lights_scissored++;
1423 extern float *rsurface_vertex3f;
1424 extern float *rsurface_svector3f;
1425 extern float *rsurface_tvector3f;
1426 extern float *rsurface_normal3f;
1427 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
1429 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
1431 int numverts = surface->num_vertices;
1432 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1433 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1434 float *color4f = varray_color4f + 4 * surface->num_firstvertex;
1435 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1436 if (r_textureunits.integer >= 3)
1438 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1440 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1441 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1442 if ((dot = DotProduct(n, v)) < 0)
1444 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1445 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
1446 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
1447 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
1450 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1451 VectorScale(color4f, f, color4f);
1455 VectorClear(color4f);
1459 else if (r_textureunits.integer >= 2)
1461 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1463 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1464 if ((dist = fabs(v[2])) < 1)
1466 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1467 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1468 if ((dot = DotProduct(n, v)) < 0)
1470 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1471 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1472 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1473 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1477 color4f[0] = ambientcolor[0] * distintensity;
1478 color4f[1] = ambientcolor[1] * distintensity;
1479 color4f[2] = ambientcolor[2] * distintensity;
1483 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1484 VectorScale(color4f, f, color4f);
1488 VectorClear(color4f);
1494 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1496 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1497 if ((dist = DotProduct(v, v)) < 1)
1500 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1501 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1502 if ((dot = DotProduct(n, v)) < 0)
1504 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1505 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1506 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1507 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1511 color4f[0] = ambientcolor[0] * distintensity;
1512 color4f[1] = ambientcolor[1] * distintensity;
1513 color4f[2] = ambientcolor[2] * distintensity;
1517 float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
1518 VectorScale(color4f, f, color4f);
1522 VectorClear(color4f);
1528 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1529 #define USETEXMATRIX
1531 #ifndef USETEXMATRIX
1532 // this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
1533 // if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
1534 static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1538 tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1539 tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1540 tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
1547 static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
1551 tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
1552 tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
1560 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
1564 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1566 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1567 // the cubemap normalizes this for us
1568 out3f[0] = DotProduct(svector3f, lightdir);
1569 out3f[1] = DotProduct(tvector3f, lightdir);
1570 out3f[2] = DotProduct(normal3f, lightdir);
1574 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
1577 float lightdir[3], eyedir[3], halfdir[3];
1578 for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1580 VectorSubtract(relativelightorigin, vertex3f, lightdir);
1581 VectorNormalize(lightdir);
1582 VectorSubtract(relativeeyeorigin, vertex3f, eyedir);
1583 VectorNormalize(eyedir);
1584 VectorAdd(lightdir, eyedir, halfdir);
1585 // the cubemap normalizes this for us
1586 out3f[0] = DotProduct(svector3f, halfdir);
1587 out3f[1] = DotProduct(tvector3f, halfdir);
1588 out3f[2] = DotProduct(normal3f, halfdir);
1592 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1594 // used to display how many times a surface is lit for level design purposes
1595 int surfacelistindex;
1597 GL_Color(0.1, 0.025, 0, 1);
1598 memset(&m, 0, sizeof(m));
1600 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1602 const msurface_t *surface = surfacelist[surfacelistindex];
1603 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1604 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1605 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
1606 GL_LockArrays(0, 0);
1610 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1612 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1613 int surfacelistindex;
1614 // select a permutation of the lighting shader appropriate to this
1615 // combination of texture, entity, light source, and fogging, only use the
1616 // minimum features necessary to avoid wasting rendering time in the
1617 // fragment shader on features that are not being used
1618 r_shadow_lightpermutation = 0;
1619 // only add a feature to the permutation if that permutation exists
1620 // (otherwise it might end up not using a shader at all, which looks
1621 // worse than using less features)
1622 if (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
1623 r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
1624 if ((dopants || doshirt) && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_COLORMAPPING])
1625 r_shadow_lightpermutation |= SHADERPERMUTATION_COLORMAPPING;
1626 if (specularscale > 0 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
1627 r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
1628 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
1629 r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
1630 if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
1631 r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
1632 if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
1633 r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
1634 if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
1635 r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
1636 r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
1637 qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
1638 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
1639 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
1640 R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
1641 R_Mesh_TexBind(1, R_GetTexture(basetexture));
1642 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
1643 if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
1645 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
1647 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
1648 if (r_shadow_lightpermutation & SHADERPERMUTATION_COLORMAPPING)
1650 R_Mesh_TexBind(5, R_GetTexture(pantstexture));
1651 R_Mesh_TexBind(6, R_GetTexture(shirttexture));
1652 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Pants"), ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]);CHECKGLERROR
1653 qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Shirt"), ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2]);CHECKGLERROR
1655 if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
1657 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
1659 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
1660 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
1661 if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
1663 R_Mesh_TexBind(2, R_GetTexture(glosstexture));
1664 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
1665 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
1667 if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
1669 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
1670 qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
1672 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1674 const msurface_t *surface = surfacelist[surfacelistindex];
1675 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1676 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
1677 if (!rsurface_svector3f)
1679 rsurface_svector3f = varray_svector3f;
1680 rsurface_tvector3f = varray_tvector3f;
1681 rsurface_normal3f = varray_normal3f;
1682 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1684 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
1685 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1686 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1687 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1688 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1689 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1690 GL_LockArrays(0, 0);
1694 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1699 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1701 // colorscale accounts for how much we multiply the brightness
1704 // mult is how many times the final pass of the lighting will be
1705 // performed to get more brightness than otherwise possible.
1707 // Limit mult to 64 for sanity sake.
1708 if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1710 // 3 3D combine path (Geforce3, Radeon 8500)
1711 memset(&m, 0, sizeof(m));
1712 m.pointer_vertex = rsurface_vertex3f;
1713 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1715 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1716 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1718 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1719 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1721 m.tex[1] = R_GetTexture(basetexture);
1722 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1723 m.texmatrix[1] = texture->currenttexmatrix;
1724 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1726 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1727 m.texmatrix[2] = r_shadow_entitytolight;
1729 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1730 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1732 GL_BlendFunc(GL_ONE, GL_ONE);
1734 else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1736 // 2 3D combine path (Geforce3, original Radeon)
1737 memset(&m, 0, sizeof(m));
1738 m.pointer_vertex = rsurface_vertex3f;
1739 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1741 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1742 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1744 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1745 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1747 m.tex[1] = R_GetTexture(basetexture);
1748 m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
1749 m.texmatrix[1] = texture->currenttexmatrix;
1750 GL_BlendFunc(GL_ONE, GL_ONE);
1752 else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1754 // 4 2D combine path (Geforce3, Radeon 8500)
1755 memset(&m, 0, sizeof(m));
1756 m.pointer_vertex = rsurface_vertex3f;
1757 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1759 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1760 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1762 m.pointer_texcoord[0] = varray_texcoord2f[0];
1763 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1765 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1767 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1768 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1770 m.pointer_texcoord[1] = varray_texcoord2f[1];
1771 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1773 m.tex[2] = R_GetTexture(basetexture);
1774 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1775 m.texmatrix[2] = texture->currenttexmatrix;
1776 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1778 m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1780 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1781 m.texmatrix[3] = r_shadow_entitytolight;
1783 m.pointer_texcoord3f[3] = varray_texcoord3f[3];
1784 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1787 GL_BlendFunc(GL_ONE, GL_ONE);
1789 else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1791 // 3 2D combine path (Geforce3, original Radeon)
1792 memset(&m, 0, sizeof(m));
1793 m.pointer_vertex = rsurface_vertex3f;
1794 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1796 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1797 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1799 m.pointer_texcoord[0] = varray_texcoord2f[0];
1800 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1802 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1804 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1805 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1807 m.pointer_texcoord[1] = varray_texcoord2f[1];
1808 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1810 m.tex[2] = R_GetTexture(basetexture);
1811 m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
1812 m.texmatrix[2] = texture->currenttexmatrix;
1813 GL_BlendFunc(GL_ONE, GL_ONE);
1817 // 2/2/2 2D combine path (any dot3 card)
1818 memset(&m, 0, sizeof(m));
1819 m.pointer_vertex = rsurface_vertex3f;
1820 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1822 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1823 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1825 m.pointer_texcoord[0] = varray_texcoord2f[0];
1826 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1828 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1830 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1831 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1833 m.pointer_texcoord[1] = varray_texcoord2f[1];
1834 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
1837 GL_ColorMask(0,0,0,1);
1838 GL_BlendFunc(GL_ONE, GL_ZERO);
1839 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1840 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1841 GL_LockArrays(0, 0);
1843 memset(&m, 0, sizeof(m));
1844 m.pointer_vertex = rsurface_vertex3f;
1845 m.tex[0] = R_GetTexture(basetexture);
1846 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1847 m.texmatrix[0] = texture->currenttexmatrix;
1848 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1850 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1852 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1853 m.texmatrix[1] = r_shadow_entitytolight;
1855 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1856 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1859 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1861 // this final code is shared
1863 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
1864 VectorScale(lightcolorbase, colorscale, color2);
1865 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1866 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
1868 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
1869 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1871 GL_LockArrays(0, 0);
1874 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1879 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
1881 // colorscale accounts for how much we multiply the brightness
1884 // mult is how many times the final pass of the lighting will be
1885 // performed to get more brightness than otherwise possible.
1887 // Limit mult to 64 for sanity sake.
1888 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1890 // 3/2 3D combine path (Geforce3, Radeon 8500)
1891 memset(&m, 0, sizeof(m));
1892 m.pointer_vertex = rsurface_vertex3f;
1893 m.tex[0] = R_GetTexture(normalmaptexture);
1894 m.texcombinergb[0] = GL_REPLACE;
1895 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1896 m.texmatrix[0] = texture->currenttexmatrix;
1897 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1898 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1899 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1900 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1901 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1903 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1904 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1906 m.pointer_texcoord3f[2] = varray_texcoord3f[2];
1907 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1910 GL_ColorMask(0,0,0,1);
1911 GL_BlendFunc(GL_ONE, GL_ZERO);
1912 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1913 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1914 GL_LockArrays(0, 0);
1916 memset(&m, 0, sizeof(m));
1917 m.pointer_vertex = rsurface_vertex3f;
1918 m.tex[0] = R_GetTexture(basetexture);
1919 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1920 m.texmatrix[0] = texture->currenttexmatrix;
1921 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1923 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1925 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1926 m.texmatrix[1] = r_shadow_entitytolight;
1928 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1929 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1932 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1934 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1936 // 1/2/2 3D combine path (original Radeon)
1937 memset(&m, 0, sizeof(m));
1938 m.pointer_vertex = rsurface_vertex3f;
1939 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1941 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1942 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1944 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
1945 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
1948 GL_ColorMask(0,0,0,1);
1949 GL_BlendFunc(GL_ONE, GL_ZERO);
1950 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1951 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1952 GL_LockArrays(0, 0);
1954 memset(&m, 0, sizeof(m));
1955 m.pointer_vertex = rsurface_vertex3f;
1956 m.tex[0] = R_GetTexture(normalmaptexture);
1957 m.texcombinergb[0] = GL_REPLACE;
1958 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1959 m.texmatrix[0] = texture->currenttexmatrix;
1960 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1961 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1962 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1963 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
1965 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1966 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1967 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
1968 GL_LockArrays(0, 0);
1970 memset(&m, 0, sizeof(m));
1971 m.pointer_vertex = rsurface_vertex3f;
1972 m.tex[0] = R_GetTexture(basetexture);
1973 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1974 m.texmatrix[0] = texture->currenttexmatrix;
1975 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1977 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1979 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1980 m.texmatrix[1] = r_shadow_entitytolight;
1982 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
1983 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
1986 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1988 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1990 // 2/2 3D combine path (original Radeon)
1991 memset(&m, 0, sizeof(m));
1992 m.pointer_vertex = rsurface_vertex3f;
1993 m.tex[0] = R_GetTexture(normalmaptexture);
1994 m.texcombinergb[0] = GL_REPLACE;
1995 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
1996 m.texmatrix[0] = texture->currenttexmatrix;
1997 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1998 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1999 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2000 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2002 GL_ColorMask(0,0,0,1);
2003 GL_BlendFunc(GL_ONE, GL_ZERO);
2004 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2005 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2006 GL_LockArrays(0, 0);
2008 memset(&m, 0, sizeof(m));
2009 m.pointer_vertex = rsurface_vertex3f;
2010 m.tex[0] = R_GetTexture(basetexture);
2011 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2012 m.texmatrix[0] = texture->currenttexmatrix;
2013 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2015 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2016 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2018 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2019 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2021 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2023 else if (r_textureunits.integer >= 4)
2025 // 4/2 2D combine path (Geforce3, Radeon 8500)
2026 memset(&m, 0, sizeof(m));
2027 m.pointer_vertex = rsurface_vertex3f;
2028 m.tex[0] = R_GetTexture(normalmaptexture);
2029 m.texcombinergb[0] = GL_REPLACE;
2030 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2031 m.texmatrix[0] = texture->currenttexmatrix;
2032 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2033 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2034 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2035 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2036 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2038 m.pointer_texcoord3f[2] = rsurface_vertex3f;
2039 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
2041 m.pointer_texcoord[2] = varray_texcoord2f[2];
2042 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2044 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
2046 m.pointer_texcoord3f[3] = rsurface_vertex3f;
2047 m.texmatrix[3] = r_shadow_entitytoattenuationz;
2049 m.pointer_texcoord[3] = varray_texcoord2f[3];
2050 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2053 GL_ColorMask(0,0,0,1);
2054 GL_BlendFunc(GL_ONE, GL_ZERO);
2055 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2056 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2057 GL_LockArrays(0, 0);
2059 memset(&m, 0, sizeof(m));
2060 m.pointer_vertex = rsurface_vertex3f;
2061 m.tex[0] = R_GetTexture(basetexture);
2062 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2063 m.texmatrix[0] = texture->currenttexmatrix;
2064 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2066 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2068 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2069 m.texmatrix[1] = r_shadow_entitytolight;
2071 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2072 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2075 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2079 // 2/2/2 2D combine path (any dot3 card)
2080 memset(&m, 0, sizeof(m));
2081 m.pointer_vertex = rsurface_vertex3f;
2082 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2084 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2085 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2087 m.pointer_texcoord[0] = varray_texcoord2f[0];
2088 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2090 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2092 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2093 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2095 m.pointer_texcoord[1] = varray_texcoord2f[1];
2096 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2099 GL_ColorMask(0,0,0,1);
2100 GL_BlendFunc(GL_ONE, GL_ZERO);
2101 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2102 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2103 GL_LockArrays(0, 0);
2105 memset(&m, 0, sizeof(m));
2106 m.pointer_vertex = rsurface_vertex3f;
2107 m.tex[0] = R_GetTexture(normalmaptexture);
2108 m.texcombinergb[0] = GL_REPLACE;
2109 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2110 m.texmatrix[0] = texture->currenttexmatrix;
2111 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2112 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2113 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2114 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
2116 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2117 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2118 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2119 GL_LockArrays(0, 0);
2121 memset(&m, 0, sizeof(m));
2122 m.pointer_vertex = rsurface_vertex3f;
2123 m.tex[0] = R_GetTexture(basetexture);
2124 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2125 m.texmatrix[0] = texture->currenttexmatrix;
2126 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2128 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2130 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2131 m.texmatrix[1] = r_shadow_entitytolight;
2133 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2134 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2137 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2139 // this final code is shared
2141 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2142 VectorScale(lightcolorbase, colorscale, color2);
2143 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2144 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2146 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2147 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2149 GL_LockArrays(0, 0);
2152 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
2157 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2158 // FIXME: detect blendsquare!
2159 //if (!gl_support_blendsquare)
2162 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2164 // 2/0/0/1/2 3D combine blendsquare path
2165 memset(&m, 0, sizeof(m));
2166 m.pointer_vertex = rsurface_vertex3f;
2167 m.tex[0] = R_GetTexture(normalmaptexture);
2168 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2169 m.texmatrix[0] = texture->currenttexmatrix;
2170 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2171 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2172 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2173 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2175 GL_ColorMask(0,0,0,1);
2176 // this squares the result
2177 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2178 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2179 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2180 GL_LockArrays(0, 0);
2182 memset(&m, 0, sizeof(m));
2183 m.pointer_vertex = rsurface_vertex3f;
2185 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2186 // square alpha in framebuffer a few times to make it shiny
2187 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2188 // these comments are a test run through this math for intensity 0.5
2189 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2190 // 0.25 * 0.25 = 0.0625 (this is another pass)
2191 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2192 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2193 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2194 GL_LockArrays(0, 0);
2196 memset(&m, 0, sizeof(m));
2197 m.pointer_vertex = rsurface_vertex3f;
2198 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
2200 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2201 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2203 m.pointer_texcoord3f[0] = varray_texcoord3f[0];
2204 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2207 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2208 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2209 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2210 GL_LockArrays(0, 0);
2212 memset(&m, 0, sizeof(m));
2213 m.pointer_vertex = rsurface_vertex3f;
2214 m.tex[0] = R_GetTexture(glosstexture);
2215 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2216 m.texmatrix[0] = texture->currenttexmatrix;
2217 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2219 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2221 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2222 m.texmatrix[1] = r_shadow_entitytolight;
2224 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2225 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2228 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2230 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
2232 // 2/0/0/2 3D combine blendsquare path
2233 memset(&m, 0, sizeof(m));
2234 m.pointer_vertex = rsurface_vertex3f;
2235 m.tex[0] = R_GetTexture(normalmaptexture);
2236 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2237 m.texmatrix[0] = texture->currenttexmatrix;
2238 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2239 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2240 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2241 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2243 GL_ColorMask(0,0,0,1);
2244 // this squares the result
2245 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2246 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2247 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2248 GL_LockArrays(0, 0);
2250 memset(&m, 0, sizeof(m));
2251 m.pointer_vertex = rsurface_vertex3f;
2253 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2254 // square alpha in framebuffer a few times to make it shiny
2255 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2256 // these comments are a test run through this math for intensity 0.5
2257 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2258 // 0.25 * 0.25 = 0.0625 (this is another pass)
2259 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2260 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2261 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2262 GL_LockArrays(0, 0);
2264 memset(&m, 0, sizeof(m));
2265 m.pointer_vertex = rsurface_vertex3f;
2266 m.tex[0] = R_GetTexture(glosstexture);
2267 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2268 m.texmatrix[0] = texture->currenttexmatrix;
2269 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
2271 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2272 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2274 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2275 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2277 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2281 // 2/0/0/2/2 2D combine blendsquare path
2282 memset(&m, 0, sizeof(m));
2283 m.pointer_vertex = rsurface_vertex3f;
2284 m.tex[0] = R_GetTexture(normalmaptexture);
2285 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2286 m.texmatrix[0] = texture->currenttexmatrix;
2287 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
2288 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
2289 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2290 R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
2292 GL_ColorMask(0,0,0,1);
2293 // this squares the result
2294 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
2295 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2296 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2297 GL_LockArrays(0, 0);
2299 memset(&m, 0, sizeof(m));
2300 m.pointer_vertex = rsurface_vertex3f;
2302 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2303 // square alpha in framebuffer a few times to make it shiny
2304 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
2305 // these comments are a test run through this math for intensity 0.5
2306 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
2307 // 0.25 * 0.25 = 0.0625 (this is another pass)
2308 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
2309 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2310 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2311 GL_LockArrays(0, 0);
2313 memset(&m, 0, sizeof(m));
2314 m.pointer_vertex = rsurface_vertex3f;
2315 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
2317 m.pointer_texcoord3f[0] = rsurface_vertex3f;
2318 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
2320 m.pointer_texcoord[0] = varray_texcoord2f[0];
2321 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2323 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2325 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2326 m.texmatrix[1] = r_shadow_entitytoattenuationz;
2328 m.pointer_texcoord[1] = varray_texcoord2f[1];
2329 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2332 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
2333 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2334 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2335 GL_LockArrays(0, 0);
2337 memset(&m, 0, sizeof(m));
2338 m.pointer_vertex = rsurface_vertex3f;
2339 m.tex[0] = R_GetTexture(glosstexture);
2340 m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
2341 m.texmatrix[0] = texture->currenttexmatrix;
2342 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
2344 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
2346 m.pointer_texcoord3f[1] = rsurface_vertex3f;
2347 m.texmatrix[1] = r_shadow_entitytolight;
2349 m.pointer_texcoord3f[1] = varray_texcoord3f[1];
2350 R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
2353 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
2356 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
2357 VectorScale(lightcolorbase, colorscale, color2);
2358 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2359 for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
2361 GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
2362 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2364 GL_LockArrays(0, 0);
2367 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
2369 // ARB path (any Geforce, any Radeon)
2370 int surfacelistindex;
2371 qboolean doambient = r_shadow_rtlight->ambientscale > 0;
2372 qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
2373 qboolean dospecular = specularscale > 0;
2374 if (!doambient && !dodiffuse && !dospecular)
2376 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2378 const msurface_t *surface = surfacelist[surfacelistindex];
2379 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2380 if (!rsurface_svector3f)
2382 rsurface_svector3f = varray_svector3f;
2383 rsurface_tvector3f = varray_tvector3f;
2384 rsurface_normal3f = varray_normal3f;
2385 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2388 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
2390 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2394 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
2396 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2401 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
2403 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
2406 R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
2410 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
2413 const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
2414 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
2415 for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
2420 // due to low fillrate on the cards this vertex lighting path is
2421 // designed for, we manually cull all triangles that do not
2422 // contain a lit vertex
2425 int newnumtriangles;
2427 int newelements[3072];
2429 newnumtriangles = 0;
2431 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
2433 if (newnumtriangles >= 1024)
2435 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2436 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2437 GL_LockArrays(0, 0);
2438 newnumtriangles = 0;
2441 if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
2451 if (newnumtriangles >= 1)
2453 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2454 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
2455 GL_LockArrays(0, 0);
2461 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2462 if (VectorLength2(c))
2466 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2467 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
2468 GL_LockArrays(0, 0);
2470 // now reduce the intensity for the next overbright pass
2471 for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2473 c[0] = max(0, c[0] - 1);
2474 c[1] = max(0, c[1] - 1);
2475 c[2] = max(0, c[2] - 1);
2480 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
2482 int surfacelistindex;
2483 float ambientcolorbase[3], diffusecolorbase[3];
2484 float ambientcolorpants[3], diffusecolorpants[3];
2485 float ambientcolorshirt[3], diffusecolorshirt[3];
2487 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase);
2488 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase);
2489 VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants);
2490 VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants);
2491 VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
2492 VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
2493 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2494 memset(&m, 0, sizeof(m));
2495 m.tex[0] = R_GetTexture(basetexture);
2496 if (r_textureunits.integer >= 2)
2499 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
2501 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
2503 m.pointer_texcoord[1] = varray_texcoord2f[1];
2504 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2506 if (r_textureunits.integer >= 3)
2508 // Geforce3/Radeon class but not using dot3
2509 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
2511 m.texmatrix[2] = r_shadow_entitytoattenuationz;
2513 m.pointer_texcoord[2] = varray_texcoord2f[2];
2514 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2518 m.pointer_color = varray_color4f;
2520 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2522 const msurface_t *surface = surfacelist[surfacelistindex];
2523 RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
2524 if (!rsurface_svector3f)
2526 rsurface_svector3f = varray_svector3f;
2527 rsurface_tvector3f = varray_tvector3f;
2528 rsurface_normal3f = varray_normal3f;
2529 Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2531 // OpenGL 1.1 path (anything)
2532 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2533 R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
2534 if (r_textureunits.integer >= 2)
2538 R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
2540 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
2542 if (r_textureunits.integer >= 3)
2544 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
2546 R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
2548 R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
2552 R_Mesh_TexBind(0, R_GetTexture(basetexture));
2553 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorbase, ambientcolorbase);
2556 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
2557 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorpants, ambientcolorpants);
2561 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
2562 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorshirt, ambientcolorshirt);
2567 void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist)
2569 // FIXME: support MATERIALFLAG_NODEPTHTEST
2570 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
2571 rtexture_t *basetexture;
2572 rtexture_t *pantstexture;
2573 rtexture_t *shirttexture;
2574 rtexture_t *glosstexture;
2575 float specularscale;
2576 qboolean dopants, doshirt;
2577 glosstexture = r_texture_black;
2579 if (r_shadow_gloss.integer > 0)
2581 if (texture->skin.gloss)
2583 if (r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2585 glosstexture = texture->skin.gloss;
2586 specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
2591 if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
2593 glosstexture = r_texture_white;
2594 specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
2598 // calculate colors to render this texture with
2599 lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
2600 lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
2601 lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
2602 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
2604 if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
2605 qglDisable(GL_CULL_FACE);
2607 qglEnable(GL_CULL_FACE);
2608 dopants = texture->skin.pants != NULL && VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f);
2609 doshirt = texture->skin.shirt != NULL && VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2610 if (dopants + doshirt)
2614 lightcolorpants[0] = lightcolorbase[0] * ent->colormap_pantscolor[0];
2615 lightcolorpants[1] = lightcolorbase[1] * ent->colormap_pantscolor[1];
2616 lightcolorpants[2] = lightcolorbase[2] * ent->colormap_pantscolor[2];
2620 pantstexture = r_texture_black;
2621 VectorClear(lightcolorpants);
2625 shirttexture = texture->skin.shirt;
2626 lightcolorshirt[0] = lightcolorbase[0] * ent->colormap_shirtcolor[0];
2627 lightcolorshirt[1] = lightcolorbase[1] * ent->colormap_shirtcolor[1];
2628 lightcolorshirt[2] = lightcolorbase[2] * ent->colormap_shirtcolor[2];
2632 shirttexture = r_texture_black;
2633 VectorClear(lightcolorshirt);
2635 switch (r_shadow_rendermode)
2637 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2638 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2640 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2641 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2643 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2644 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2646 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2647 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
2650 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2656 basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
2657 switch (r_shadow_rendermode)
2659 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2660 R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2662 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2663 R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2665 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2666 R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2668 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2669 R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
2672 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2678 void R_RTLight_Update(dlight_t *light, int isstatic)
2682 rtlight_t *rtlight = &light->rtlight;
2683 R_RTLight_Uncompile(rtlight);
2684 memset(rtlight, 0, sizeof(*rtlight));
2686 VectorCopy(light->origin, rtlight->shadoworigin);
2687 VectorCopy(light->color, rtlight->color);
2688 rtlight->radius = light->radius;
2689 //rtlight->cullradius = rtlight->radius;
2690 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2691 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2692 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2693 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2694 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2695 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2696 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2697 rtlight->cubemapname[0] = 0;
2698 if (light->cubemapname[0])
2699 strcpy(rtlight->cubemapname, light->cubemapname);
2700 else if (light->cubemapnum > 0)
2701 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2702 rtlight->shadow = light->shadow;
2703 rtlight->corona = light->corona;
2704 rtlight->style = light->style;
2705 rtlight->isstatic = isstatic;
2706 rtlight->coronasizescale = light->coronasizescale;
2707 rtlight->ambientscale = light->ambientscale;
2708 rtlight->diffusescale = light->diffusescale;
2709 rtlight->specularscale = light->specularscale;
2710 rtlight->flags = light->flags;
2711 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2712 // ConcatScale won't work here because this needs to scale rotate and
2713 // translate, not just rotate
2714 scale = 1.0f / rtlight->radius;
2715 for (k = 0;k < 3;k++)
2716 for (j = 0;j < 4;j++)
2717 rtlight->matrix_worldtolight.m[k][j] *= scale;
2719 rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
2720 rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
2721 VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
2722 rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
2725 // compiles rtlight geometry
2726 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2727 void R_RTLight_Compile(rtlight_t *rtlight)
2729 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2730 entity_render_t *ent = r_refdef.worldentity;
2731 model_t *model = r_refdef.worldmodel;
2732 unsigned char *data;
2734 // compile the light
2735 rtlight->compiled = true;
2736 rtlight->static_numleafs = 0;
2737 rtlight->static_numleafpvsbytes = 0;
2738 rtlight->static_leaflist = NULL;
2739 rtlight->static_leafpvs = NULL;
2740 rtlight->static_numsurfaces = 0;
2741 rtlight->static_surfacelist = NULL;
2742 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2743 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2744 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2745 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2746 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2747 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2749 if (model && model->GetLightInfo)
2751 // this variable must be set for the CompileShadowVolume code
2752 r_shadow_compilingrtlight = rtlight;
2753 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2754 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);
2755 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2756 data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2757 rtlight->static_numleafs = numleafs;
2758 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2759 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2760 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2761 rtlight->static_numsurfaces = numsurfaces;
2762 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2764 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2765 if (numleafpvsbytes)
2766 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2768 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2769 if (model->CompileShadowVolume && rtlight->shadow)
2770 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2771 // now we're done compiling the rtlight
2772 r_shadow_compilingrtlight = NULL;
2776 // use smallest available cullradius - box radius or light radius
2777 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2778 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2782 if (rtlight->static_meshchain_shadow)
2785 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2788 shadowtris += mesh->numtriangles;
2792 Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2795 void R_RTLight_Uncompile(rtlight_t *rtlight)
2797 if (rtlight->compiled)
2799 if (rtlight->static_meshchain_shadow)
2800 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2801 rtlight->static_meshchain_shadow = NULL;
2802 // these allocations are grouped
2803 if (rtlight->static_leaflist)
2804 Mem_Free(rtlight->static_leaflist);
2805 rtlight->static_numleafs = 0;
2806 rtlight->static_numleafpvsbytes = 0;
2807 rtlight->static_leaflist = NULL;
2808 rtlight->static_leafpvs = NULL;
2809 rtlight->static_numsurfaces = 0;
2810 rtlight->static_surfacelist = NULL;
2811 rtlight->compiled = false;
2815 void R_Shadow_UncompileWorldLights(void)
2818 for (light = r_shadow_worldlightchain;light;light = light->next)
2819 R_RTLight_Uncompile(&light->rtlight);
2822 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2824 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2825 vec_t relativeshadowradius;
2826 if (ent == r_refdef.worldentity)
2828 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2831 R_Mesh_Matrix(&ent->matrix);
2832 for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2834 renderstats.lights_shadowtriangles += mesh->numtriangles;
2835 R_Mesh_VertexPointer(mesh->vertex3f);
2836 GL_LockArrays(0, mesh->numverts);
2837 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2839 // decrement stencil if backface is behind depthbuffer
2840 qglCullFace(GL_BACK); // quake is backwards, this culls front faces
2841 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
2842 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2843 // increment stencil if frontface is behind depthbuffer
2844 qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
2845 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
2847 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2848 GL_LockArrays(0, 0);
2851 else if (numsurfaces)
2853 R_Mesh_Matrix(&ent->matrix);
2854 ent->model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2859 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2860 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2861 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2862 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2863 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2864 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2865 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2866 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2867 R_Mesh_Matrix(&ent->matrix);
2868 ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2872 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2874 // set up properties for rendering light onto this entity
2875 Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2876 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2877 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2878 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2879 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
2880 R_Mesh_Matrix(&ent->matrix);
2883 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2885 R_Shadow_SetupEntityLight(ent);
2886 if (ent == r_refdef.worldentity)
2887 ent->model->DrawLight(ent, numsurfaces, surfacelist);
2889 ent->model->DrawLight(ent, ent->model->nummodelsurfaces, ent->model->surfacelist);
2892 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2896 int numleafs, numsurfaces;
2897 int *leaflist, *surfacelist;
2898 unsigned char *leafpvs;
2899 int numlightentities;
2900 int numshadowentities;
2901 entity_render_t *lightentities[MAX_EDICTS];
2902 entity_render_t *shadowentities[MAX_EDICTS];
2904 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2905 // skip lights that are basically invisible (color 0 0 0)
2906 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2909 // loading is done before visibility checks because loading should happen
2910 // all at once at the start of a level, not when it stalls gameplay.
2911 // (especially important to benchmarks)
2913 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2914 R_RTLight_Compile(rtlight);
2916 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2918 // look up the light style value at this time
2919 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2920 VectorScale(rtlight->color, f, rtlight->currentcolor);
2922 if (rtlight->selected)
2924 f = 2 + sin(realtime * M_PI * 4.0);
2925 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2929 // if lightstyle is currently off, don't draw the light
2930 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2933 // if the light box is offscreen, skip it
2934 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2937 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2939 // compiled light, world available and can receive realtime lighting
2940 // retrieve leaf information
2941 numleafs = rtlight->static_numleafs;
2942 leaflist = rtlight->static_leaflist;
2943 leafpvs = rtlight->static_leafpvs;
2944 numsurfaces = rtlight->static_numsurfaces;
2945 surfacelist = rtlight->static_surfacelist;
2947 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2949 // dynamic light, world available and can receive realtime lighting
2950 // calculate lit surfaces and leafs
2951 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2952 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);
2953 leaflist = r_shadow_buffer_leaflist;
2954 leafpvs = r_shadow_buffer_leafpvs;
2955 surfacelist = r_shadow_buffer_surfacelist;
2956 // if the reduced leaf bounds are offscreen, skip it
2957 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2969 // check if light is illuminating any visible leafs
2972 for (i = 0;i < numleafs;i++)
2973 if (r_worldleafvisible[leaflist[i]])
2978 // set up a scissor rectangle for this light
2979 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2982 // make a list of lit entities and shadow casting entities
2983 numlightentities = 0;
2984 numshadowentities = 0;
2985 // don't count the world unless some surfaces are actually lit
2988 lightentities[numlightentities++] = r_refdef.worldentity;
2989 shadowentities[numshadowentities++] = r_refdef.worldentity;
2991 // add dynamic entities that are lit by the light
2992 if (r_drawentities.integer)
2994 for (i = 0;i < r_refdef.numentities;i++)
2996 entity_render_t *ent = r_refdef.entities[i];
2997 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2999 && !(ent->flags & RENDER_TRANSPARENT)
3000 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
3002 // about the VectorDistance2 - light emitting entities should not cast their own shadow
3003 if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
3004 shadowentities[numshadowentities++] = ent;
3005 if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
3006 lightentities[numlightentities++] = ent;
3011 // return if there's nothing at all to light
3012 if (!numlightentities)
3015 // make this the active rtlight for rendering purposes
3016 R_Shadow_RenderMode_ActiveLight(rtlight);
3017 // count this light in the r_speeds
3018 renderstats.lights++;
3020 // draw stencil shadow volumes to mask off pixels that are in shadow
3021 // so that they won't receive lighting
3023 if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
3026 R_Shadow_RenderMode_StencilShadowVolumes();
3027 for (i = 0;i < numshadowentities;i++)
3028 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3031 // draw lighting in the unmasked areas
3032 if (numlightentities && !visible)
3034 R_Shadow_RenderMode_Lighting(usestencil, false);
3035 for (i = 0;i < numlightentities;i++)
3036 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3039 // optionally draw visible shape of the shadow volumes
3040 // for performance analysis by level designers
3041 if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
3043 R_Shadow_RenderMode_VisibleShadowVolumes();
3044 for (i = 0;i < numshadowentities;i++)
3045 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
3048 // optionally draw the illuminated areas
3049 // for performance analysis by level designers
3050 if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
3052 R_Shadow_RenderMode_VisibleLighting(usestencil, false);
3053 for (i = 0;i < numlightentities;i++)
3054 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
3058 void R_ShadowVolumeLighting(qboolean visible)
3063 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
3064 R_Shadow_EditLights_Reload_f();
3066 R_Shadow_RenderMode_Begin();
3068 flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
3069 if (r_shadow_debuglight.integer >= 0)
3071 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3072 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
3073 R_DrawRTLight(&light->rtlight, visible);
3076 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
3077 if (light->flags & flag)
3078 R_DrawRTLight(&light->rtlight, visible);
3080 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
3081 R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
3083 R_Shadow_RenderMode_End();
3086 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3087 typedef struct suffixinfo_s
3090 qboolean flipx, flipy, flipdiagonal;
3093 static suffixinfo_t suffix[3][6] =
3096 {"px", false, false, false},
3097 {"nx", false, false, false},
3098 {"py", false, false, false},
3099 {"ny", false, false, false},
3100 {"pz", false, false, false},
3101 {"nz", false, false, false}
3104 {"posx", false, false, false},
3105 {"negx", false, false, false},
3106 {"posy", false, false, false},
3107 {"negy", false, false, false},
3108 {"posz", false, false, false},
3109 {"negz", false, false, false}
3112 {"rt", true, false, true},
3113 {"lf", false, true, true},
3114 {"ft", true, true, false},
3115 {"bk", false, false, false},
3116 {"up", true, false, true},
3117 {"dn", true, false, true}
3121 static int componentorder[4] = {0, 1, 2, 3};
3123 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
3125 int i, j, cubemapsize;
3126 unsigned char *cubemappixels, *image_rgba;
3127 rtexture_t *cubemaptexture;
3129 // must start 0 so the first loadimagepixels has no requested width/height
3131 cubemappixels = NULL;
3132 cubemaptexture = NULL;
3133 // keep trying different suffix groups (posx, px, rt) until one loads
3134 for (j = 0;j < 3 && !cubemappixels;j++)
3136 // load the 6 images in the suffix group
3137 for (i = 0;i < 6;i++)
3139 // generate an image name based on the base and and suffix
3140 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3142 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
3144 // an image loaded, make sure width and height are equal
3145 if (image_width == image_height)
3147 // if this is the first image to load successfully, allocate the cubemap memory
3148 if (!cubemappixels && image_width >= 1)
3150 cubemapsize = image_width;
3151 // note this clears to black, so unavailable sides are black
3152 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3154 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3156 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);
3159 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3161 Mem_Free(image_rgba);
3165 // if a cubemap loaded, upload it
3168 if (!r_shadow_filters_texturepool)
3169 r_shadow_filters_texturepool = R_AllocTexturePool();
3170 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
3171 Mem_Free(cubemappixels);
3175 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
3176 for (j = 0;j < 3;j++)
3177 for (i = 0;i < 6;i++)
3178 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3179 Con_Print(" and was unable to find any of them.\n");
3181 return cubemaptexture;
3184 rtexture_t *R_Shadow_Cubemap(const char *basename)
3187 for (i = 0;i < numcubemaps;i++)
3188 if (!strcasecmp(cubemaps[i].basename, basename))
3189 return cubemaps[i].texture;
3190 if (i >= MAX_CUBEMAPS)
3191 return r_texture_whitecube;
3193 strcpy(cubemaps[i].basename, basename);
3194 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
3195 if (!cubemaps[i].texture)
3196 cubemaps[i].texture = r_texture_whitecube;
3197 return cubemaps[i].texture;
3200 void R_Shadow_FreeCubemaps(void)
3203 R_FreeTexturePool(&r_shadow_filters_texturepool);
3206 dlight_t *R_Shadow_NewWorldLight(void)
3209 light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
3210 light->next = r_shadow_worldlightchain;
3211 r_shadow_worldlightchain = light;
3215 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)
3217 VectorCopy(origin, light->origin);
3218 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
3219 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
3220 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
3221 light->color[0] = max(color[0], 0);
3222 light->color[1] = max(color[1], 0);
3223 light->color[2] = max(color[2], 0);
3224 light->radius = max(radius, 0);
3225 light->style = style;
3226 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
3228 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
3231 light->shadow = shadowenable;
3232 light->corona = corona;
3235 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
3236 light->coronasizescale = coronasizescale;
3237 light->ambientscale = ambientscale;
3238 light->diffusescale = diffusescale;
3239 light->specularscale = specularscale;
3240 light->flags = flags;
3241 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
3243 R_RTLight_Update(light, true);
3246 void R_Shadow_FreeWorldLight(dlight_t *light)
3248 dlight_t **lightpointer;
3249 R_RTLight_Uncompile(&light->rtlight);
3250 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
3251 if (*lightpointer != light)
3252 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
3253 *lightpointer = light->next;
3257 void R_Shadow_ClearWorldLights(void)
3259 while (r_shadow_worldlightchain)
3260 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
3261 r_shadow_selectedlight = NULL;
3262 R_Shadow_FreeCubemaps();
3265 void R_Shadow_SelectLight(dlight_t *light)
3267 if (r_shadow_selectedlight)
3268 r_shadow_selectedlight->selected = false;
3269 r_shadow_selectedlight = light;
3270 if (r_shadow_selectedlight)
3271 r_shadow_selectedlight->selected = true;
3274 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3276 float scale = r_editlights_cursorgrid.value * 0.5f;
3277 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
3280 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
3283 const dlight_t *light = (dlight_t *)ent;
3285 if (light->selected)
3286 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
3289 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[surfacenumber], NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
3292 void R_Shadow_DrawLightSprites(void)
3298 for (i = 0;i < 5;i++)
3300 lighttextures[i] = NULL;
3301 if ((pic = Draw_CachePic(va("gfx/crosshair%i", i + 1), true)))
3302 lighttextures[i] = pic->tex;
3305 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
3306 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, i % 5, &light->rtlight);
3307 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
3310 void R_Shadow_SelectLightInView(void)
3312 float bestrating, rating, temp[3];
3313 dlight_t *best, *light;
3316 for (light = r_shadow_worldlightchain;light;light = light->next)
3318 VectorSubtract(light->origin, r_vieworigin, temp);
3319 rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
3322 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
3323 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
3325 bestrating = rating;
3330 R_Shadow_SelectLight(best);
3333 void R_Shadow_LoadWorldLights(void)
3335 int n, a, style, shadow, flags;
3336 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
3337 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
3338 if (r_refdef.worldmodel == NULL)
3340 Con_Print("No map loaded.\n");
3343 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3344 strlcat (name, ".rtlights", sizeof (name));
3345 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3355 for (;COM_Parse(t, true) && strcmp(
3356 if (COM_Parse(t, true))
3358 if (com_token[0] == '!')
3361 origin[0] = atof(com_token+1);
3364 origin[0] = atof(com_token);
3369 while (*s && *s != '\n' && *s != '\r')
3375 // check for modifier flags
3382 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);
3385 flags = LIGHTFLAG_REALTIMEMODE;
3393 coronasizescale = 0.25f;
3395 VectorClear(angles);
3398 if (a < 9 || !strcmp(cubemapname, "\"\""))
3400 // remove quotes on cubemapname
3401 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
3403 cubemapname[strlen(cubemapname)-1] = 0;
3404 strcpy(cubemapname, cubemapname + 1);
3408 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);
3411 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3419 Con_Printf("invalid rtlights file \"%s\"\n", name);
3420 Mem_Free(lightsstring);
3424 void R_Shadow_SaveWorldLights(void)
3427 size_t bufchars, bufmaxchars;
3429 char name[MAX_QPATH];
3430 char line[MAX_INPUTLINE];
3431 if (!r_shadow_worldlightchain)
3433 if (r_refdef.worldmodel == NULL)
3435 Con_Print("No map loaded.\n");
3438 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3439 strlcat (name, ".rtlights", sizeof (name));
3440 bufchars = bufmaxchars = 0;
3442 for (light = r_shadow_worldlightchain;light;light = light->next)
3444 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
3445 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);
3446 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
3447 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]);
3449 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);
3450 if (bufchars + strlen(line) > bufmaxchars)
3452 bufmaxchars = bufchars + strlen(line) + 2048;
3454 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
3458 memcpy(buf, oldbuf, bufchars);
3464 memcpy(buf + bufchars, line, strlen(line));
3465 bufchars += strlen(line);
3469 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
3474 void R_Shadow_LoadLightsFile(void)
3477 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
3478 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
3479 if (r_refdef.worldmodel == NULL)
3481 Con_Print("No map loaded.\n");
3484 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
3485 strlcat (name, ".lights", sizeof (name));
3486 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
3494 while (*s && *s != '\n' && *s != '\r')
3500 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);
3504 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);
3507 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
3508 radius = bound(15, radius, 4096);
3509 VectorScale(color, (2.0f / (8388608.0f)), color);
3510 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3518 Con_Printf("invalid lights file \"%s\"\n", name);
3519 Mem_Free(lightsstring);
3523 // tyrlite/hmap2 light types in the delay field
3524 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
3526 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
3528 int entnum, style, islight, skin, pflags, effects, type, n;
3531 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
3532 char key[256], value[MAX_INPUTLINE];
3534 if (r_refdef.worldmodel == NULL)
3536 Con_Print("No map loaded.\n");
3539 // try to load a .ent file first
3540 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
3541 strlcat (key, ".ent", sizeof (key));
3542 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
3543 // and if that is not found, fall back to the bsp file entity string
3545 data = r_refdef.worldmodel->brush.entities;
3548 for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
3550 type = LIGHTTYPE_MINUSX;
3551 origin[0] = origin[1] = origin[2] = 0;
3552 originhack[0] = originhack[1] = originhack[2] = 0;
3553 angles[0] = angles[1] = angles[2] = 0;
3554 color[0] = color[1] = color[2] = 1;
3555 light[0] = light[1] = light[2] = 1;light[3] = 300;
3556 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
3566 if (!COM_ParseToken(&data, false))
3568 if (com_token[0] == '}')
3569 break; // end of entity
3570 if (com_token[0] == '_')
3571 strcpy(key, com_token + 1);
3573 strcpy(key, com_token);
3574 while (key[strlen(key)-1] == ' ') // remove trailing spaces
3575 key[strlen(key)-1] = 0;
3576 if (!COM_ParseToken(&data, false))
3578 strcpy(value, com_token);
3580 // now that we have the key pair worked out...
3581 if (!strcmp("light", key))
3583 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
3587 light[0] = vec[0] * (1.0f / 256.0f);
3588 light[1] = vec[0] * (1.0f / 256.0f);
3589 light[2] = vec[0] * (1.0f / 256.0f);
3595 light[0] = vec[0] * (1.0f / 255.0f);
3596 light[1] = vec[1] * (1.0f / 255.0f);
3597 light[2] = vec[2] * (1.0f / 255.0f);
3601 else if (!strcmp("delay", key))
3603 else if (!strcmp("origin", key))
3604 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
3605 else if (!strcmp("angle", key))
3606 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
3607 else if (!strcmp("angles", key))
3608 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
3609 else if (!strcmp("color", key))
3610 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
3611 else if (!strcmp("wait", key))
3612 fadescale = atof(value);
3613 else if (!strcmp("classname", key))
3615 if (!strncmp(value, "light", 5))
3618 if (!strcmp(value, "light_fluoro"))
3623 overridecolor[0] = 1;
3624 overridecolor[1] = 1;
3625 overridecolor[2] = 1;
3627 if (!strcmp(value, "light_fluorospark"))
3632 overridecolor[0] = 1;
3633 overridecolor[1] = 1;
3634 overridecolor[2] = 1;
3636 if (!strcmp(value, "light_globe"))
3641 overridecolor[0] = 1;
3642 overridecolor[1] = 0.8;
3643 overridecolor[2] = 0.4;
3645 if (!strcmp(value, "light_flame_large_yellow"))
3650 overridecolor[0] = 1;
3651 overridecolor[1] = 0.5;
3652 overridecolor[2] = 0.1;
3654 if (!strcmp(value, "light_flame_small_yellow"))
3659 overridecolor[0] = 1;
3660 overridecolor[1] = 0.5;
3661 overridecolor[2] = 0.1;
3663 if (!strcmp(value, "light_torch_small_white"))
3668 overridecolor[0] = 1;
3669 overridecolor[1] = 0.5;
3670 overridecolor[2] = 0.1;
3672 if (!strcmp(value, "light_torch_small_walltorch"))
3677 overridecolor[0] = 1;
3678 overridecolor[1] = 0.5;
3679 overridecolor[2] = 0.1;
3683 else if (!strcmp("style", key))
3684 style = atoi(value);
3685 else if (!strcmp("skin", key))
3686 skin = (int)atof(value);
3687 else if (!strcmp("pflags", key))
3688 pflags = (int)atof(value);
3689 else if (!strcmp("effects", key))
3690 effects = (int)atof(value);
3691 else if (r_refdef.worldmodel->type == mod_brushq3)
3693 if (!strcmp("scale", key))
3694 lightscale = atof(value);
3695 if (!strcmp("fade", key))
3696 fadescale = atof(value);
3701 if (lightscale <= 0)
3705 if (color[0] == color[1] && color[0] == color[2])
3707 color[0] *= overridecolor[0];
3708 color[1] *= overridecolor[1];
3709 color[2] *= overridecolor[2];
3711 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3712 color[0] = color[0] * light[0];
3713 color[1] = color[1] * light[1];
3714 color[2] = color[2] * light[2];
3717 case LIGHTTYPE_MINUSX:
3719 case LIGHTTYPE_RECIPX:
3721 VectorScale(color, (1.0f / 16.0f), color);
3723 case LIGHTTYPE_RECIPXX:
3725 VectorScale(color, (1.0f / 16.0f), color);
3728 case LIGHTTYPE_NONE:
3732 case LIGHTTYPE_MINUSXX:
3735 VectorAdd(origin, originhack, origin);
3737 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);
3740 Mem_Free(entfiledata);
3744 void R_Shadow_SetCursorLocationForView(void)
3747 vec3_t dest, endpos;
3749 VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
3750 trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3751 if (trace.fraction < 1)
3753 dist = trace.fraction * r_editlights_cursordistance.value;
3754 push = r_editlights_cursorpushback.value;
3758 VectorMA(trace.endpos, push, r_viewforward, endpos);
3759 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3763 VectorClear( endpos );
3765 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3766 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3767 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3770 void R_Shadow_UpdateWorldLightSelection(void)
3772 if (r_editlights.integer)
3774 R_Shadow_SetCursorLocationForView();
3775 R_Shadow_SelectLightInView();
3776 R_Shadow_DrawLightSprites();
3779 R_Shadow_SelectLight(NULL);
3782 void R_Shadow_EditLights_Clear_f(void)
3784 R_Shadow_ClearWorldLights();
3787 void R_Shadow_EditLights_Reload_f(void)
3789 if (!r_refdef.worldmodel)
3791 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3792 R_Shadow_ClearWorldLights();
3793 R_Shadow_LoadWorldLights();
3794 if (r_shadow_worldlightchain == NULL)
3796 R_Shadow_LoadLightsFile();
3797 if (r_shadow_worldlightchain == NULL)
3798 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3802 void R_Shadow_EditLights_Save_f(void)
3804 if (!r_refdef.worldmodel)
3806 R_Shadow_SaveWorldLights();
3809 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3811 R_Shadow_ClearWorldLights();
3812 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3815 void R_Shadow_EditLights_ImportLightsFile_f(void)
3817 R_Shadow_ClearWorldLights();
3818 R_Shadow_LoadLightsFile();
3821 void R_Shadow_EditLights_Spawn_f(void)
3824 if (!r_editlights.integer)
3826 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3829 if (Cmd_Argc() != 1)
3831 Con_Print("r_editlights_spawn does not take parameters\n");
3834 color[0] = color[1] = color[2] = 1;
3835 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3838 void R_Shadow_EditLights_Edit_f(void)
3840 vec3_t origin, angles, color;
3841 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3842 int style, shadows, flags, normalmode, realtimemode;
3843 char cubemapname[MAX_INPUTLINE];
3844 if (!r_editlights.integer)
3846 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3849 if (!r_shadow_selectedlight)
3851 Con_Print("No selected light.\n");
3854 VectorCopy(r_shadow_selectedlight->origin, origin);
3855 VectorCopy(r_shadow_selectedlight->angles, angles);
3856 VectorCopy(r_shadow_selectedlight->color, color);
3857 radius = r_shadow_selectedlight->radius;
3858 style = r_shadow_selectedlight->style;
3859 if (r_shadow_selectedlight->cubemapname)
3860 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3863 shadows = r_shadow_selectedlight->shadow;
3864 corona = r_shadow_selectedlight->corona;
3865 coronasizescale = r_shadow_selectedlight->coronasizescale;
3866 ambientscale = r_shadow_selectedlight->ambientscale;
3867 diffusescale = r_shadow_selectedlight->diffusescale;
3868 specularscale = r_shadow_selectedlight->specularscale;
3869 flags = r_shadow_selectedlight->flags;
3870 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3871 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3872 if (!strcmp(Cmd_Argv(1), "origin"))
3874 if (Cmd_Argc() != 5)
3876 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3879 origin[0] = atof(Cmd_Argv(2));
3880 origin[1] = atof(Cmd_Argv(3));
3881 origin[2] = atof(Cmd_Argv(4));
3883 else if (!strcmp(Cmd_Argv(1), "originx"))
3885 if (Cmd_Argc() != 3)
3887 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3890 origin[0] = atof(Cmd_Argv(2));
3892 else if (!strcmp(Cmd_Argv(1), "originy"))
3894 if (Cmd_Argc() != 3)
3896 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3899 origin[1] = atof(Cmd_Argv(2));
3901 else if (!strcmp(Cmd_Argv(1), "originz"))
3903 if (Cmd_Argc() != 3)
3905 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3908 origin[2] = atof(Cmd_Argv(2));
3910 else if (!strcmp(Cmd_Argv(1), "move"))
3912 if (Cmd_Argc() != 5)
3914 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3917 origin[0] += atof(Cmd_Argv(2));
3918 origin[1] += atof(Cmd_Argv(3));
3919 origin[2] += atof(Cmd_Argv(4));
3921 else if (!strcmp(Cmd_Argv(1), "movex"))
3923 if (Cmd_Argc() != 3)
3925 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3928 origin[0] += atof(Cmd_Argv(2));
3930 else if (!strcmp(Cmd_Argv(1), "movey"))
3932 if (Cmd_Argc() != 3)
3934 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3937 origin[1] += atof(Cmd_Argv(2));
3939 else if (!strcmp(Cmd_Argv(1), "movez"))
3941 if (Cmd_Argc() != 3)
3943 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3946 origin[2] += atof(Cmd_Argv(2));
3948 else if (!strcmp(Cmd_Argv(1), "angles"))
3950 if (Cmd_Argc() != 5)
3952 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3955 angles[0] = atof(Cmd_Argv(2));
3956 angles[1] = atof(Cmd_Argv(3));
3957 angles[2] = atof(Cmd_Argv(4));
3959 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3961 if (Cmd_Argc() != 3)
3963 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3966 angles[0] = atof(Cmd_Argv(2));
3968 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3970 if (Cmd_Argc() != 3)
3972 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3975 angles[1] = atof(Cmd_Argv(2));
3977 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3979 if (Cmd_Argc() != 3)
3981 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3984 angles[2] = atof(Cmd_Argv(2));
3986 else if (!strcmp(Cmd_Argv(1), "color"))
3988 if (Cmd_Argc() != 5)
3990 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3993 color[0] = atof(Cmd_Argv(2));
3994 color[1] = atof(Cmd_Argv(3));
3995 color[2] = atof(Cmd_Argv(4));
3997 else if (!strcmp(Cmd_Argv(1), "radius"))
3999 if (Cmd_Argc() != 3)
4001 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4004 radius = atof(Cmd_Argv(2));
4006 else if (!strcmp(Cmd_Argv(1), "colorscale"))
4008 if (Cmd_Argc() == 3)
4010 double scale = atof(Cmd_Argv(2));
4017 if (Cmd_Argc() != 5)
4019 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
4022 color[0] *= atof(Cmd_Argv(2));
4023 color[1] *= atof(Cmd_Argv(3));
4024 color[2] *= atof(Cmd_Argv(4));
4027 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
4029 if (Cmd_Argc() != 3)
4031 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4034 radius *= atof(Cmd_Argv(2));
4036 else if (!strcmp(Cmd_Argv(1), "style"))
4038 if (Cmd_Argc() != 3)
4040 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4043 style = atoi(Cmd_Argv(2));
4045 else if (!strcmp(Cmd_Argv(1), "cubemap"))
4049 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4052 if (Cmd_Argc() == 3)
4053 strcpy(cubemapname, Cmd_Argv(2));
4057 else if (!strcmp(Cmd_Argv(1), "shadows"))
4059 if (Cmd_Argc() != 3)
4061 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4064 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4066 else if (!strcmp(Cmd_Argv(1), "corona"))
4068 if (Cmd_Argc() != 3)
4070 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4073 corona = atof(Cmd_Argv(2));
4075 else if (!strcmp(Cmd_Argv(1), "coronasize"))
4077 if (Cmd_Argc() != 3)
4079 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4082 coronasizescale = atof(Cmd_Argv(2));
4084 else if (!strcmp(Cmd_Argv(1), "ambient"))
4086 if (Cmd_Argc() != 3)
4088 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4091 ambientscale = atof(Cmd_Argv(2));
4093 else if (!strcmp(Cmd_Argv(1), "diffuse"))
4095 if (Cmd_Argc() != 3)
4097 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4100 diffusescale = atof(Cmd_Argv(2));
4102 else if (!strcmp(Cmd_Argv(1), "specular"))
4104 if (Cmd_Argc() != 3)
4106 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4109 specularscale = atof(Cmd_Argv(2));
4111 else if (!strcmp(Cmd_Argv(1), "normalmode"))
4113 if (Cmd_Argc() != 3)
4115 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4118 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4120 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
4122 if (Cmd_Argc() != 3)
4124 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
4127 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
4131 Con_Print("usage: r_editlights_edit [property] [value]\n");
4132 Con_Print("Selected light's properties:\n");
4133 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
4134 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
4135 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
4136 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
4137 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
4138 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
4139 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
4140 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
4141 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
4142 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
4143 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
4144 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
4145 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
4146 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
4149 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
4150 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
4153 void R_Shadow_EditLights_EditAll_f(void)
4157 if (!r_editlights.integer)
4159 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
4163 for (light = r_shadow_worldlightchain;light;light = light->next)
4165 R_Shadow_SelectLight(light);
4166 R_Shadow_EditLights_Edit_f();
4170 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
4172 int lightnumber, lightcount;
4176 if (!r_editlights.integer)
4182 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
4183 if (light == r_shadow_selectedlight)
4184 lightnumber = lightcount;
4185 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;
4186 if (r_shadow_selectedlight == NULL)
4188 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4189 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;
4190 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;
4191 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;
4192 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4193 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4194 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4195 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;
4196 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4197 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4198 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4199 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4200 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
4201 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;
4202 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;
4205 void R_Shadow_EditLights_ToggleShadow_f(void)
4207 if (!r_editlights.integer)
4209 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4212 if (!r_shadow_selectedlight)
4214 Con_Print("No selected light.\n");
4217 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);
4220 void R_Shadow_EditLights_ToggleCorona_f(void)
4222 if (!r_editlights.integer)
4224 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
4227 if (!r_shadow_selectedlight)
4229 Con_Print("No selected light.\n");
4232 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);
4235 void R_Shadow_EditLights_Remove_f(void)
4237 if (!r_editlights.integer)
4239 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
4242 if (!r_shadow_selectedlight)
4244 Con_Print("No selected light.\n");
4247 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
4248 r_shadow_selectedlight = NULL;
4251 void R_Shadow_EditLights_Help_f(void)
4254 "Documentation on r_editlights system:\n"
4256 "r_editlights : enable/disable editing mode\n"
4257 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
4258 "r_editlights_cursorpushback : push back cursor this far from surface\n"
4259 "r_editlights_cursorpushoff : push cursor off surface this far\n"
4260 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
4261 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
4263 "r_editlights_help : this help\n"
4264 "r_editlights_clear : remove all lights\n"
4265 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
4266 "r_editlights_save : save to .rtlights file\n"
4267 "r_editlights_spawn : create a light with default settings\n"
4268 "r_editlights_edit command : edit selected light - more documentation below\n"
4269 "r_editlights_remove : remove selected light\n"
4270 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
4271 "r_editlights_importlightentitiesfrommap : reload light entities\n"
4272 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
4274 "origin x y z : set light location\n"
4275 "originx x: set x component of light location\n"
4276 "originy y: set y component of light location\n"
4277 "originz z: set z component of light location\n"
4278 "move x y z : adjust light location\n"
4279 "movex x: adjust x component of light location\n"
4280 "movey y: adjust y component of light location\n"
4281 "movez z: adjust z component of light location\n"
4282 "angles x y z : set light angles\n"
4283 "anglesx x: set x component of light angles\n"
4284 "anglesy y: set y component of light angles\n"
4285 "anglesz z: set z component of light angles\n"
4286 "color r g b : set color of light (can be brighter than 1 1 1)\n"
4287 "radius radius : set radius (size) of light\n"
4288 "colorscale grey : multiply color of light (1 does nothing)\n"
4289 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
4290 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
4291 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
4292 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
4293 "cubemap basename : set filter cubemap of light (not yet supported)\n"
4294 "shadows 1/0 : turn on/off shadows\n"
4295 "corona n : set corona intensity\n"
4296 "coronasize n : set corona size (0-1)\n"
4297 "ambient n : set ambient intensity (0-1)\n"
4298 "diffuse n : set diffuse intensity (0-1)\n"
4299 "specular n : set specular intensity (0-1)\n"
4300 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
4301 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
4302 "<nothing> : print light properties to console\n"
4306 void R_Shadow_EditLights_CopyInfo_f(void)
4308 if (!r_editlights.integer)
4310 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
4313 if (!r_shadow_selectedlight)
4315 Con_Print("No selected light.\n");
4318 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
4319 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
4320 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
4321 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
4322 if (r_shadow_selectedlight->cubemapname)
4323 strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
4325 r_shadow_bufferlight.cubemapname[0] = 0;
4326 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
4327 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
4328 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
4329 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
4330 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
4331 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
4332 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
4335 void R_Shadow_EditLights_PasteInfo_f(void)
4337 if (!r_editlights.integer)
4339 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
4342 if (!r_shadow_selectedlight)
4344 Con_Print("No selected light.\n");
4347 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);
4350 void R_Shadow_EditLights_Init(void)
4352 Cvar_RegisterVariable(&r_editlights);
4353 Cvar_RegisterVariable(&r_editlights_cursordistance);
4354 Cvar_RegisterVariable(&r_editlights_cursorpushback);
4355 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
4356 Cvar_RegisterVariable(&r_editlights_cursorgrid);
4357 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
4358 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
4359 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
4360 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)");
4361 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
4362 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
4363 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
4364 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)");
4365 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
4366 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
4367 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
4368 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
4369 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
4370 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
4371 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)");