3 Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
4 An extrusion of the lit faces, beginning at the original geometry and ending
5 further from the light source than the original geometry (presumably at least
6 as far as the light's radius, if the light has a radius at all), capped at
7 both front and back to avoid any problems (extrusion from dark faces also
8 works but has a different set of problems)
10 This is normally rendered using Carmack's Reverse technique, in which
11 backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
12 zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
13 where shadows did not intersect the visible geometry, suitable as a stencil
14 mask for rendering lighting everywhere but shadow.
16 In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
17 as decrement and the frontfaces as increment, and we redefine the DepthFunc to
18 GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
19 and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
20 additionally we clear stencil to 128 to avoid the need for the unclamped
21 incr/decr extension (not related to patent).
24 This algorithm may be covered by Creative's patent (US Patent #6384822),
25 however that patent is quite specific about increment on backfaces and
26 decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
27 opposite this implementation and partially opposite Carmack's Reverse paper
28 (which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
32 Terminology: Stencil Light Volume (sometimes called Light Volumes)
33 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
34 areas in shadow it contains the areas in light, this can only be built
35 quickly for certain limited cases (such as portal visibility from a point),
36 but is quite useful for some effects (sunlight coming from sky polygons is
37 one possible example, translucent occluders is another example).
41 Terminology: Optimized Stencil Shadow Volume
42 A Stencil Shadow Volume that has been processed sufficiently to ensure it has
43 no duplicate coverage of areas (no need to shadow an area twice), often this
44 greatly improves performance but is an operation too costly to use on moving
45 lights (however completely optimal Stencil Light Volumes can be constructed
50 Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
51 Per pixel evaluation of lighting equations, at a bare minimum this involves
52 DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
53 vector and surface normal, using a texture of the surface bumps, called a
54 NormalMap) if supported by hardware; in our case there is support for cards
55 which are incapable of DOT3, the quality is quite poor however. Additionally
56 it is desirable to have specular evaluation per pixel, per vertex
57 normalization of specular halfangle vectors causes noticable distortion but
58 is unavoidable on hardware without GL_ARB_fragment_program or
59 GL_ARB_fragment_shader.
63 Terminology: Normalization CubeMap
64 A cubemap containing normalized dot3-encoded (vectors of length 1 or less
65 encoded as RGB colors) for any possible direction, this technique allows per
66 pixel calculation of incidence vector for per pixel lighting purposes, which
67 would not otherwise be possible per pixel without GL_ARB_fragment_program or
68 GL_ARB_fragment_shader.
72 Terminology: 2D+1D Attenuation Texturing
73 A very crude approximation of light attenuation with distance which results
74 in cylindrical light shapes which fade vertically as a streak (some games
75 such as Doom3 allow this to be rotated to be less noticable in specific
76 cases), the technique is simply modulating lighting by two 2D textures (which
77 can be the same) on different axes of projection (XY and Z, typically), this
78 is the second best technique available without 3D Attenuation Texturing,
79 GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
83 Terminology: 2D+1D Inverse Attenuation Texturing
84 A clever method described in papers on the Abducted engine, this has a squared
85 distance texture (bright on the outside, black in the middle), which is used
86 twice using GL_ADD blending, the result of this is used in an inverse modulate
87 (GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
88 lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
93 Terminology: 3D Attenuation Texturing
94 A slightly crude approximation of light attenuation with distance, its flaws
95 are limited radius and resolution (performance tradeoffs).
99 Terminology: 3D Attenuation-Normalization Texturing
100 A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
101 vectors shorter the lighting becomes darker, a very effective optimization of
102 diffuse lighting if 3D Attenuation Textures are already used.
106 Terminology: Light Cubemap Filtering
107 A technique for modeling non-uniform light distribution according to
108 direction, for example a lantern may use a cubemap to describe the light
109 emission pattern of the cage around the lantern (as well as soot buildup
110 discoloring the light in certain areas), often also used for softened grate
111 shadows and light shining through a stained glass window (done crudely by
112 texturing the lighting with a cubemap), another good example would be a disco
113 light. This technique is used heavily in many games (Doom3 does not support
118 Terminology: Light Projection Filtering
119 A technique for modeling shadowing of light passing through translucent
120 surfaces, allowing stained glass windows and other effects to be done more
121 elegantly than possible with Light Cubemap Filtering by applying an occluder
122 texture to the lighting combined with a stencil light volume to limit the lit
123 area, this technique is used by Doom3 for spotlights and flashlights, among
124 other things, this can also be used more generally to render light passing
125 through multiple translucent occluders in a scene (using a light volume to
126 describe the area beyond the occluder, and thus mask off rendering of all
131 Terminology: Doom3 Lighting
132 A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
133 CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
134 demonstrated by the game Doom3.
137 #include "quakedef.h"
138 #include "r_shadow.h"
139 #include "cl_collision.h"
143 extern void R_Shadow_EditLights_Init(void);
145 typedef enum r_shadow_rendermode_e
147 R_SHADOW_RENDERMODE_NONE,
148 R_SHADOW_RENDERMODE_STENCIL,
149 R_SHADOW_RENDERMODE_STENCILTWOSIDE,
150 R_SHADOW_RENDERMODE_LIGHT_VERTEX,
151 R_SHADOW_RENDERMODE_LIGHT_DOT3,
152 R_SHADOW_RENDERMODE_LIGHT_GLSL,
153 R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
154 R_SHADOW_RENDERMODE_VISIBLELIGHTING,
156 r_shadow_rendermode_t;
158 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
159 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
160 r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
162 int maxshadowtriangles;
165 int maxshadowvertices;
166 float *shadowvertex3f;
179 int r_shadow_buffer_numleafpvsbytes;
180 unsigned char *r_shadow_buffer_leafpvs;
181 int *r_shadow_buffer_leaflist;
183 int r_shadow_buffer_numsurfacepvsbytes;
184 unsigned char *r_shadow_buffer_surfacepvs;
185 int *r_shadow_buffer_surfacelist;
187 rtexturepool_t *r_shadow_texturepool;
188 rtexture_t *r_shadow_attenuation2dtexture;
189 rtexture_t *r_shadow_attenuation3dtexture;
191 // lights are reloaded when this changes
192 char r_shadow_mapname[MAX_QPATH];
194 // used only for light filters (cubemaps)
195 rtexturepool_t *r_shadow_filters_texturepool;
197 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
198 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
199 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
200 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
201 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
202 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
203 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"};
204 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"};
205 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
206 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
207 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
208 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
209 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
210 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal culling optimizations on dynamic lights (slow! you probably don't want this!)"};
211 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
212 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
213 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
214 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
215 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
216 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
217 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
218 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
219 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
220 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
221 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
222 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
223 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
224 cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
225 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
226 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
227 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
229 float r_shadow_attenpower, r_shadow_attenscale;
231 rtlight_t *r_shadow_compilingrtlight;
232 dlight_t *r_shadow_worldlightchain;
233 dlight_t *r_shadow_selectedlight;
234 dlight_t r_shadow_bufferlight;
235 vec3_t r_editlights_cursorlocation;
237 extern int con_vislines;
239 typedef struct cubemapinfo_s
246 #define MAX_CUBEMAPS 256
247 static int numcubemaps;
248 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
250 void R_Shadow_UncompileWorldLights(void);
251 void R_Shadow_ClearWorldLights(void);
252 void R_Shadow_SaveWorldLights(void);
253 void R_Shadow_LoadWorldLights(void);
254 void R_Shadow_LoadLightsFile(void);
255 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
256 void R_Shadow_EditLights_Reload_f(void);
257 void R_Shadow_ValidateCvars(void);
258 static void R_Shadow_MakeTextures(void);
259 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
261 void r_shadow_start(void)
263 // allocate vertex processing arrays
265 r_shadow_attenuation2dtexture = NULL;
266 r_shadow_attenuation3dtexture = NULL;
267 r_shadow_texturepool = NULL;
268 r_shadow_filters_texturepool = NULL;
269 R_Shadow_ValidateCvars();
270 R_Shadow_MakeTextures();
271 maxshadowtriangles = 0;
272 shadowelements = NULL;
273 maxshadowvertices = 0;
274 shadowvertex3f = NULL;
282 shadowmarklist = NULL;
284 r_shadow_buffer_numleafpvsbytes = 0;
285 r_shadow_buffer_leafpvs = NULL;
286 r_shadow_buffer_leaflist = NULL;
287 r_shadow_buffer_numsurfacepvsbytes = 0;
288 r_shadow_buffer_surfacepvs = NULL;
289 r_shadow_buffer_surfacelist = NULL;
292 void r_shadow_shutdown(void)
294 R_Shadow_UncompileWorldLights();
296 r_shadow_attenuation2dtexture = NULL;
297 r_shadow_attenuation3dtexture = NULL;
298 R_FreeTexturePool(&r_shadow_texturepool);
299 R_FreeTexturePool(&r_shadow_filters_texturepool);
300 maxshadowtriangles = 0;
302 Mem_Free(shadowelements);
303 shadowelements = NULL;
305 Mem_Free(shadowvertex3f);
306 shadowvertex3f = NULL;
309 Mem_Free(vertexupdate);
312 Mem_Free(vertexremap);
318 Mem_Free(shadowmark);
321 Mem_Free(shadowmarklist);
322 shadowmarklist = NULL;
324 r_shadow_buffer_numleafpvsbytes = 0;
325 if (r_shadow_buffer_leafpvs)
326 Mem_Free(r_shadow_buffer_leafpvs);
327 r_shadow_buffer_leafpvs = NULL;
328 if (r_shadow_buffer_leaflist)
329 Mem_Free(r_shadow_buffer_leaflist);
330 r_shadow_buffer_leaflist = NULL;
331 r_shadow_buffer_numsurfacepvsbytes = 0;
332 if (r_shadow_buffer_surfacepvs)
333 Mem_Free(r_shadow_buffer_surfacepvs);
334 r_shadow_buffer_surfacepvs = NULL;
335 if (r_shadow_buffer_surfacelist)
336 Mem_Free(r_shadow_buffer_surfacelist);
337 r_shadow_buffer_surfacelist = NULL;
340 void r_shadow_newmap(void)
344 void R_Shadow_Help_f(void)
347 "Documentation on r_shadow system:\n"
349 "r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
350 "r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
351 "r_shadow_debuglight : render only this light number (-1 = all)\n"
352 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
353 "r_shadow_gloss2intensity : brightness of forced gloss\n"
354 "r_shadow_glossintensity : brightness of textured gloss\n"
355 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
356 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
357 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
358 "r_shadow_portallight : use portal visibility for static light precomputation\n"
359 "r_shadow_projectdistance : shadow volume projection distance\n"
360 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
361 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
362 "r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
363 "r_shadow_realtime_world : use high quality world lighting mode\n"
364 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
365 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
366 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
367 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
368 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
369 "r_shadow_scissor : use scissor optimization\n"
370 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
371 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
372 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
373 "r_showlighting : useful for performance testing; bright = slow!\n"
374 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
376 "r_shadow_help : this help\n"
380 void R_Shadow_Init(void)
382 Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
383 Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
384 Cvar_RegisterVariable(&r_shadow_debuglight);
385 Cvar_RegisterVariable(&r_shadow_gloss);
386 Cvar_RegisterVariable(&r_shadow_gloss2intensity);
387 Cvar_RegisterVariable(&r_shadow_glossintensity);
388 Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
389 Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
390 Cvar_RegisterVariable(&r_shadow_lightintensityscale);
391 Cvar_RegisterVariable(&r_shadow_portallight);
392 Cvar_RegisterVariable(&r_shadow_projectdistance);
393 Cvar_RegisterVariable(&r_shadow_realtime_dlight);
394 Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
395 Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
396 Cvar_RegisterVariable(&r_shadow_realtime_world);
397 Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
398 Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
399 Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
400 Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
401 Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
402 Cvar_RegisterVariable(&r_shadow_scissor);
403 Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
404 Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
405 Cvar_RegisterVariable(&r_shadow_texture3d);
406 Cvar_RegisterVariable(&gl_ext_stenciltwoside);
407 if (gamemode == GAME_TENEBRAE)
409 Cvar_SetValue("r_shadow_gloss", 2);
410 Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
412 Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
413 R_Shadow_EditLights_Init();
414 r_shadow_worldlightchain = NULL;
415 maxshadowtriangles = 0;
416 shadowelements = NULL;
417 maxshadowvertices = 0;
418 shadowvertex3f = NULL;
426 shadowmarklist = NULL;
428 r_shadow_buffer_numleafpvsbytes = 0;
429 r_shadow_buffer_leafpvs = NULL;
430 r_shadow_buffer_leaflist = NULL;
431 r_shadow_buffer_numsurfacepvsbytes = 0;
432 r_shadow_buffer_surfacepvs = NULL;
433 r_shadow_buffer_surfacelist = NULL;
434 R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
437 matrix4x4_t matrix_attenuationxyz =
440 {0.5, 0.0, 0.0, 0.5},
441 {0.0, 0.5, 0.0, 0.5},
442 {0.0, 0.0, 0.5, 0.5},
447 matrix4x4_t matrix_attenuationz =
450 {0.0, 0.0, 0.5, 0.5},
451 {0.0, 0.0, 0.0, 0.5},
452 {0.0, 0.0, 0.0, 0.5},
457 void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
459 // make sure shadowelements is big enough for this volume
460 if (maxshadowtriangles < numtriangles)
462 maxshadowtriangles = numtriangles;
464 Mem_Free(shadowelements);
465 shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
467 // make sure shadowvertex3f is big enough for this volume
468 if (maxshadowvertices < numvertices)
470 maxshadowvertices = numvertices;
472 Mem_Free(shadowvertex3f);
473 shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
477 static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
479 int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
480 int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
481 if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
483 if (r_shadow_buffer_leafpvs)
484 Mem_Free(r_shadow_buffer_leafpvs);
485 if (r_shadow_buffer_leaflist)
486 Mem_Free(r_shadow_buffer_leaflist);
487 r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
488 r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
489 r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
491 if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
493 if (r_shadow_buffer_surfacepvs)
494 Mem_Free(r_shadow_buffer_surfacepvs);
495 if (r_shadow_buffer_surfacelist)
496 Mem_Free(r_shadow_buffer_surfacelist);
497 r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
498 r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
499 r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
503 void R_Shadow_PrepareShadowMark(int numtris)
505 // make sure shadowmark is big enough for this volume
506 if (maxshadowmark < numtris)
508 maxshadowmark = numtris;
510 Mem_Free(shadowmark);
512 Mem_Free(shadowmarklist);
513 shadowmark = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmark));
514 shadowmarklist = (int *)Mem_Alloc(r_main_mempool, maxshadowmark * sizeof(*shadowmarklist));
518 // if shadowmarkcount wrapped we clear the array and adjust accordingly
519 if (shadowmarkcount == 0)
522 memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
527 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
530 int outtriangles = 0, outvertices = 0;
534 if (maxvertexupdate < innumvertices)
536 maxvertexupdate = innumvertices;
538 Mem_Free(vertexupdate);
540 Mem_Free(vertexremap);
541 vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
542 vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
546 if (vertexupdatenum == 0)
549 memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
550 memset(vertexremap, 0, maxvertexupdate * sizeof(int));
553 for (i = 0;i < numshadowmarktris;i++)
554 shadowmark[shadowmarktris[i]] = shadowmarkcount;
556 for (i = 0;i < numshadowmarktris;i++)
558 element = inelement3i + shadowmarktris[i] * 3;
559 // make sure the vertices are created
560 for (j = 0;j < 3;j++)
562 if (vertexupdate[element[j]] != vertexupdatenum)
564 float ratio, direction[3];
565 vertexupdate[element[j]] = vertexupdatenum;
566 vertexremap[element[j]] = outvertices;
567 vertex = invertex3f + element[j] * 3;
568 // project one copy of the vertex to the sphere radius of the light
569 // (FIXME: would projecting it to the light box be better?)
570 VectorSubtract(vertex, projectorigin, direction);
571 ratio = projectdistance / VectorLength(direction);
572 VectorCopy(vertex, outvertex3f);
573 VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
580 for (i = 0;i < numshadowmarktris;i++)
582 int remappedelement[3];
584 const int *neighbortriangle;
586 markindex = shadowmarktris[i] * 3;
587 element = inelement3i + markindex;
588 neighbortriangle = inneighbor3i + markindex;
589 // output the front and back triangles
590 outelement3i[0] = vertexremap[element[0]];
591 outelement3i[1] = vertexremap[element[1]];
592 outelement3i[2] = vertexremap[element[2]];
593 outelement3i[3] = vertexremap[element[2]] + 1;
594 outelement3i[4] = vertexremap[element[1]] + 1;
595 outelement3i[5] = vertexremap[element[0]] + 1;
599 // output the sides (facing outward from this triangle)
600 if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
602 remappedelement[0] = vertexremap[element[0]];
603 remappedelement[1] = vertexremap[element[1]];
604 outelement3i[0] = remappedelement[1];
605 outelement3i[1] = remappedelement[0];
606 outelement3i[2] = remappedelement[0] + 1;
607 outelement3i[3] = remappedelement[1];
608 outelement3i[4] = remappedelement[0] + 1;
609 outelement3i[5] = remappedelement[1] + 1;
614 if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
616 remappedelement[1] = vertexremap[element[1]];
617 remappedelement[2] = vertexremap[element[2]];
618 outelement3i[0] = remappedelement[2];
619 outelement3i[1] = remappedelement[1];
620 outelement3i[2] = remappedelement[1] + 1;
621 outelement3i[3] = remappedelement[2];
622 outelement3i[4] = remappedelement[1] + 1;
623 outelement3i[5] = remappedelement[2] + 1;
628 if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
630 remappedelement[0] = vertexremap[element[0]];
631 remappedelement[2] = vertexremap[element[2]];
632 outelement3i[0] = remappedelement[0];
633 outelement3i[1] = remappedelement[2];
634 outelement3i[2] = remappedelement[2] + 1;
635 outelement3i[3] = remappedelement[0];
636 outelement3i[4] = remappedelement[2] + 1;
637 outelement3i[5] = remappedelement[0] + 1;
644 *outnumvertices = outvertices;
648 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
651 if (projectdistance < 0.1)
653 Con_Printf("R_Shadow_Volume: projectdistance %f\n");
656 if (!numverts || !nummarktris)
658 // make sure shadowelements is big enough for this volume
659 if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
660 R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
661 tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdistance, nummarktris, marktris);
662 r_refdef.stats.lights_dynamicshadowtriangles += tris;
663 R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements);
666 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
671 if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
673 tend = firsttriangle + numtris;
674 if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
675 && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
676 && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
678 // surface box entirely inside light box, no box cull
679 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
680 if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
681 shadowmarklist[numshadowmark++] = t;
685 // surface box not entirely inside light box, cull each triangle
686 for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
688 v[0] = invertex3f + e[0] * 3;
689 v[1] = invertex3f + e[1] * 3;
690 v[2] = invertex3f + e[2] * 3;
691 if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
692 && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
693 && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
694 && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
695 && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
696 && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
697 && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
698 shadowmarklist[numshadowmark++] = t;
703 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
705 if (r_shadow_compilingrtlight)
707 // if we're compiling an rtlight, capture the mesh
708 Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
711 r_refdef.stats.lights_shadowtriangles += numtriangles;
713 R_Mesh_VertexPointer(vertex3f);
714 GL_LockArrays(0, numvertices);
715 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
717 // decrement stencil if backface is behind depthbuffer
718 GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
719 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
720 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
721 // increment stencil if frontface is behind depthbuffer
722 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
723 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
725 R_Mesh_Draw(0, numvertices, numtriangles, element3i);
730 static void R_Shadow_MakeTextures(void)
733 float v[3], intensity;
735 R_FreeTexturePool(&r_shadow_texturepool);
736 r_shadow_texturepool = R_AllocTexturePool();
737 r_shadow_attenpower = r_shadow_lightattenuationpower.value;
738 r_shadow_attenscale = r_shadow_lightattenuationscale.value;
739 #define ATTEN2DSIZE 64
740 #define ATTEN3DSIZE 32
741 data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
742 for (y = 0;y < ATTEN2DSIZE;y++)
744 for (x = 0;x < ATTEN2DSIZE;x++)
746 v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
747 v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
749 intensity = 1.0f - sqrt(DotProduct(v, v));
751 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
752 d = (int)bound(0, intensity, 255);
753 data[(y*ATTEN2DSIZE+x)*4+0] = d;
754 data[(y*ATTEN2DSIZE+x)*4+1] = d;
755 data[(y*ATTEN2DSIZE+x)*4+2] = d;
756 data[(y*ATTEN2DSIZE+x)*4+3] = d;
759 r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
760 if (r_shadow_texture3d.integer && gl_texture3d)
762 for (z = 0;z < ATTEN3DSIZE;z++)
764 for (y = 0;y < ATTEN3DSIZE;y++)
766 for (x = 0;x < ATTEN3DSIZE;x++)
768 v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
769 v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
770 v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
771 intensity = 1.0f - sqrt(DotProduct(v, v));
773 intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
774 d = (int)bound(0, intensity, 255);
775 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
776 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
777 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
778 data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
782 r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
787 void R_Shadow_ValidateCvars(void)
789 if (r_shadow_texture3d.integer && !gl_texture3d)
790 Cvar_SetValueQuick(&r_shadow_texture3d, 0);
791 if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
792 Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
795 // light currently being rendered
796 rtlight_t *r_shadow_rtlight;
798 // this is the location of the light in entity space
799 vec3_t r_shadow_entitylightorigin;
800 // this transforms entity coordinates to light filter cubemap coordinates
801 // (also often used for other purposes)
802 matrix4x4_t r_shadow_entitytolight;
803 // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
804 // of attenuation texturing in full 3D (Z result often ignored)
805 matrix4x4_t r_shadow_entitytoattenuationxyz;
806 // this transforms only the Z to S, and T is always 0.5
807 matrix4x4_t r_shadow_entitytoattenuationz;
809 void R_Shadow_RenderMode_Begin(void)
811 R_Shadow_ValidateCvars();
813 if (!r_shadow_attenuation2dtexture
814 || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
815 || r_shadow_lightattenuationpower.value != r_shadow_attenpower
816 || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
817 R_Shadow_MakeTextures();
820 R_Mesh_ColorPointer(NULL);
821 R_Mesh_ResetTextureState();
822 GL_BlendFunc(GL_ONE, GL_ZERO);
824 GL_Color(0, 0, 0, 1);
825 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
827 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
829 if (gl_ext_stenciltwoside.integer)
830 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
832 r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
834 if (r_glsl.integer && gl_support_fragment_shader)
835 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
836 else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
837 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
839 r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
842 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
844 r_shadow_rtlight = rtlight;
847 void R_Shadow_RenderMode_Reset(void)
850 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
852 qglUseProgramObjectARB(0);CHECKGLERROR
854 else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
856 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
858 R_Mesh_ColorPointer(NULL);
859 R_Mesh_ResetTextureState();
862 void R_Shadow_RenderMode_StencilShadowVolumes(void)
865 R_Shadow_RenderMode_Reset();
866 GL_Color(1, 1, 1, 1);
867 GL_ColorMask(0, 0, 0, 0);
868 GL_BlendFunc(GL_ONE, GL_ZERO);
870 qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
871 qglDepthFunc(GL_LESS);CHECKGLERROR
872 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
873 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
874 r_shadow_rendermode = r_shadow_shadowingrendermode;
875 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
877 GL_CullFace(GL_NONE);
878 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
879 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR // quake is backwards, this is front faces
880 qglStencilMask(~0);CHECKGLERROR
881 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
882 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR // quake is backwards, this is back faces
883 qglStencilMask(~0);CHECKGLERROR
884 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
888 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
889 qglStencilMask(~0);CHECKGLERROR
890 // this is changed by every shadow render so its value here is unimportant
891 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
893 GL_Clear(GL_STENCIL_BUFFER_BIT);
894 r_refdef.stats.lights_clears++;
897 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
900 R_Shadow_RenderMode_Reset();
901 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
903 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
904 //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
905 GL_Color(1, 1, 1, 1);
906 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
909 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
913 qglDepthFunc(GL_EQUAL);CHECKGLERROR
917 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
921 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
923 qglStencilMask(~0);CHECKGLERROR
924 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
925 // only draw light where this geometry was already rendered AND the
926 // stencil is 128 (values other than this mean shadow)
927 qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
928 r_shadow_rendermode = r_shadow_lightingrendermode;
929 // do global setup needed for the chosen lighting mode
930 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
932 R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
933 R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
934 R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
935 R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
936 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
937 R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
938 R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
939 R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); // lightmap
940 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap
941 R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow
942 //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
943 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
944 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
949 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
952 R_Shadow_RenderMode_Reset();
953 GL_BlendFunc(GL_ONE, GL_ONE);
955 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
956 GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1);
957 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
958 qglDepthFunc(GL_GEQUAL);CHECKGLERROR
959 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
960 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
963 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
966 R_Shadow_RenderMode_Reset();
967 GL_BlendFunc(GL_ONE, GL_ONE);
969 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
970 GL_Color(0.1 * r_view.colorscale, 0.0125 * r_view.colorscale, 0, 1);
971 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
974 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
978 qglDepthFunc(GL_EQUAL);CHECKGLERROR
982 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
986 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
988 r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
991 void R_Shadow_RenderMode_End(void)
994 R_Shadow_RenderMode_Reset();
995 R_Shadow_RenderMode_ActiveLight(NULL);
996 GL_BlendFunc(GL_ONE, GL_ZERO);
998 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
999 //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1000 GL_Color(1, 1, 1, 1);
1001 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1002 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1003 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1004 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1005 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1006 if (gl_support_stenciltwoside)
1008 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1010 qglStencilMask(~0);CHECKGLERROR
1011 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1012 r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
1015 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
1017 int i, ix1, iy1, ix2, iy2;
1018 float x1, y1, x2, y2;
1021 mplane_t planes[11];
1022 float vertex3f[256*3];
1024 // if view is inside the light box, just say yes it's visible
1025 if (BoxesOverlap(r_view.origin, r_view.origin, mins, maxs))
1027 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1031 // create a temporary brush describing the area the light can affect in worldspace
1032 VectorNegate(r_view.frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -r_view.frustum[0].dist;
1033 VectorNegate(r_view.frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -r_view.frustum[1].dist;
1034 VectorNegate(r_view.frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -r_view.frustum[2].dist;
1035 VectorNegate(r_view.frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -r_view.frustum[3].dist;
1036 VectorNegate(r_view.frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -r_view.frustum[4].dist;
1037 VectorSet (planes[ 5].normal, 1, 0, 0); planes[ 5].dist = maxs[0];
1038 VectorSet (planes[ 6].normal, -1, 0, 0); planes[ 6].dist = -mins[0];
1039 VectorSet (planes[ 7].normal, 0, 1, 0); planes[ 7].dist = maxs[1];
1040 VectorSet (planes[ 8].normal, 0, -1, 0); planes[ 8].dist = -mins[1];
1041 VectorSet (planes[ 9].normal, 0, 0, 1); planes[ 9].dist = maxs[2];
1042 VectorSet (planes[10].normal, 0, 0, -1); planes[10].dist = -mins[2];
1044 // turn the brush into a mesh
1045 memset(&mesh, 0, sizeof(rmesh_t));
1046 mesh.maxvertices = 256;
1047 mesh.vertex3f = vertex3f;
1048 mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
1049 R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
1051 // if that mesh is empty, the light is not visible at all
1052 if (!mesh.numvertices)
1055 if (!r_shadow_scissor.integer)
1058 // if that mesh is not empty, check what area of the screen it covers
1059 x1 = y1 = x2 = y2 = 0;
1061 //Con_Printf("%i vertices to transform...\n", mesh.numvertices);
1062 for (i = 0;i < mesh.numvertices;i++)
1064 VectorCopy(mesh.vertex3f + i * 3, v);
1065 GL_TransformToScreen(v, v2);
1066 //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]);
1069 if (x1 > v2[0]) x1 = v2[0];
1070 if (x2 < v2[0]) x2 = v2[0];
1071 if (y1 > v2[1]) y1 = v2[1];
1072 if (y2 < v2[1]) y2 = v2[1];
1081 // now convert the scissor rectangle to integer screen coordinates
1082 ix1 = (int)(x1 - 1.0f);
1083 iy1 = (int)(y1 - 1.0f);
1084 ix2 = (int)(x2 + 1.0f);
1085 iy2 = (int)(y2 + 1.0f);
1086 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
1088 // clamp it to the screen
1089 if (ix1 < r_view.x) ix1 = r_view.x;
1090 if (iy1 < r_view.y) iy1 = r_view.y;
1091 if (ix2 > r_view.x + r_view.width) ix2 = r_view.x + r_view.width;
1092 if (iy2 > r_view.y + r_view.height) iy2 = r_view.y + r_view.height;
1094 // if it is inside out, it's not visible
1095 if (ix2 <= ix1 || iy2 <= iy1)
1098 // the light area is visible, set up the scissor rectangle
1099 GL_Scissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
1100 //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR
1101 //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR
1102 r_refdef.stats.lights_scissored++;
1106 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
1108 int numverts = surface->num_vertices;
1109 float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1110 float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1111 float *color4f = rsurface_array_color4f + 4 * surface->num_firstvertex;
1112 float dist, dot, distintensity, shadeintensity, v[3], n[3];
1113 if (r_textureunits.integer >= 3)
1115 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1117 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1118 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1119 if ((dot = DotProduct(n, v)) < 0)
1121 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1122 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
1123 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
1124 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
1125 if (r_refdef.fogenabled)
1127 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1128 VectorScale(color4f, f, color4f);
1132 VectorClear(color4f);
1136 else if (r_textureunits.integer >= 2)
1138 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1140 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1141 if ((dist = fabs(v[2])) < 1)
1143 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1144 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1145 if ((dot = DotProduct(n, v)) < 0)
1147 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1148 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1149 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1150 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1154 color4f[0] = ambientcolor[0] * distintensity;
1155 color4f[1] = ambientcolor[1] * distintensity;
1156 color4f[2] = ambientcolor[2] * distintensity;
1158 if (r_refdef.fogenabled)
1160 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1161 VectorScale(color4f, f, color4f);
1165 VectorClear(color4f);
1171 for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
1173 Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
1174 if ((dist = DotProduct(v, v)) < 1)
1177 distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
1178 Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
1179 if ((dot = DotProduct(n, v)) < 0)
1181 shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
1182 color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
1183 color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
1184 color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
1188 color4f[0] = ambientcolor[0] * distintensity;
1189 color4f[1] = ambientcolor[1] * distintensity;
1190 color4f[2] = ambientcolor[2] * distintensity;
1192 if (r_refdef.fogenabled)
1194 float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
1195 VectorScale(color4f, f, color4f);
1199 VectorClear(color4f);
1205 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
1207 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
1209 int surfacelistindex;
1210 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1212 const msurface_t *surface = surfacelist[surfacelistindex];
1214 float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
1215 const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1216 const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
1217 const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
1218 const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1220 for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1222 VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
1223 // the cubemap normalizes this for us
1224 out3f[0] = DotProduct(svector3f, lightdir);
1225 out3f[1] = DotProduct(tvector3f, lightdir);
1226 out3f[2] = DotProduct(normal3f, lightdir);
1231 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
1233 int surfacelistindex;
1234 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1236 const msurface_t *surface = surfacelist[surfacelistindex];
1238 float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
1239 const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
1240 const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
1241 const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
1242 const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
1243 float lightdir[3], eyedir[3], halfdir[3];
1244 for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
1246 VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
1247 VectorNormalize(lightdir);
1248 VectorSubtract(rsurface_modelorg, vertex3f, eyedir);
1249 VectorNormalize(eyedir);
1250 VectorAdd(lightdir, eyedir, halfdir);
1251 // the cubemap normalizes this for us
1252 out3f[0] = DotProduct(svector3f, halfdir);
1253 out3f[1] = DotProduct(tvector3f, halfdir);
1254 out3f[2] = DotProduct(normal3f, halfdir);
1259 static void R_Shadow_RenderSurfacesLighting_VisibleLighting(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1261 // used to display how many times a surface is lit for level design purposes
1262 GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1);
1263 R_Mesh_ColorPointer(NULL);
1264 R_Mesh_ResetTextureState();
1265 RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist);
1266 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1267 GL_LockArrays(0, 0);
1270 static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1272 // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
1273 RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
1274 R_SetupSurfaceShader(lightcolorbase, false);
1275 R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
1276 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
1277 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
1278 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
1279 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1281 qglDepthFunc(GL_EQUAL);CHECKGLERROR
1283 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1284 GL_LockArrays(0, 0);
1285 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1287 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1291 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(int numsurfaces, msurface_t **surfacelist, float r, float g, float b)
1293 // shared final code for all the dot3 layers
1295 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
1296 for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
1298 GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
1299 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1300 GL_LockArrays(0, 0);
1304 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
1307 // colorscale accounts for how much we multiply the brightness
1310 // mult is how many times the final pass of the lighting will be
1311 // performed to get more brightness than otherwise possible.
1313 // Limit mult to 64 for sanity sake.
1315 if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
1317 // 3 3D combine path (Geforce3, Radeon 8500)
1318 memset(&m, 0, sizeof(m));
1319 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1320 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1321 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1322 m.tex[1] = R_GetTexture(basetexture);
1323 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
1324 m.texmatrix[1] = rsurface_texture->currenttexmatrix;
1325 m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1326 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1327 m.texmatrix[2] = r_shadow_entitytolight;
1328 GL_BlendFunc(GL_ONE, GL_ONE);
1330 else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
1332 // 2 3D combine path (Geforce3, original Radeon)
1333 memset(&m, 0, sizeof(m));
1334 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1335 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1336 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1337 m.tex[1] = R_GetTexture(basetexture);
1338 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
1339 m.texmatrix[1] = rsurface_texture->currenttexmatrix;
1340 GL_BlendFunc(GL_ONE, GL_ONE);
1342 else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1344 // 4 2D combine path (Geforce3, Radeon 8500)
1345 memset(&m, 0, sizeof(m));
1346 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1347 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1348 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1349 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1350 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1351 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1352 m.tex[2] = R_GetTexture(basetexture);
1353 m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
1354 m.texmatrix[2] = rsurface_texture->currenttexmatrix;
1355 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1357 m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1358 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1359 m.texmatrix[3] = r_shadow_entitytolight;
1361 GL_BlendFunc(GL_ONE, GL_ONE);
1363 else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1365 // 3 2D combine path (Geforce3, original Radeon)
1366 memset(&m, 0, sizeof(m));
1367 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1368 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1369 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1370 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1371 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1372 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1373 m.tex[2] = R_GetTexture(basetexture);
1374 m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
1375 m.texmatrix[2] = rsurface_texture->currenttexmatrix;
1376 GL_BlendFunc(GL_ONE, GL_ONE);
1380 // 2/2/2 2D combine path (any dot3 card)
1381 memset(&m, 0, sizeof(m));
1382 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1383 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1384 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1385 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1386 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1387 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1388 R_Mesh_TextureState(&m);
1389 GL_ColorMask(0,0,0,1);
1390 GL_BlendFunc(GL_ONE, GL_ZERO);
1391 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1392 GL_LockArrays(0, 0);
1395 memset(&m, 0, sizeof(m));
1396 m.tex[0] = R_GetTexture(basetexture);
1397 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1398 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1399 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1401 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1402 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1403 m.texmatrix[1] = r_shadow_entitytolight;
1405 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1407 // this final code is shared
1408 R_Mesh_TextureState(&m);
1409 R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1412 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
1415 // colorscale accounts for how much we multiply the brightness
1418 // mult is how many times the final pass of the lighting will be
1419 // performed to get more brightness than otherwise possible.
1421 // Limit mult to 64 for sanity sake.
1423 // generate normalization cubemap texcoords
1424 R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(numsurfaces, surfacelist);
1425 if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
1427 // 3/2 3D combine path (Geforce3, Radeon 8500)
1428 memset(&m, 0, sizeof(m));
1429 m.tex[0] = R_GetTexture(normalmaptexture);
1430 m.texcombinergb[0] = GL_REPLACE;
1431 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1432 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1433 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1434 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1435 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1436 m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
1437 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1438 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1439 R_Mesh_TextureState(&m);
1440 GL_ColorMask(0,0,0,1);
1441 GL_BlendFunc(GL_ONE, GL_ZERO);
1442 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1443 GL_LockArrays(0, 0);
1446 memset(&m, 0, sizeof(m));
1447 m.tex[0] = R_GetTexture(basetexture);
1448 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1449 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1450 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1452 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1453 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1454 m.texmatrix[1] = r_shadow_entitytolight;
1456 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1458 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1460 // 1/2/2 3D combine path (original Radeon)
1461 memset(&m, 0, sizeof(m));
1462 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1463 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1464 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1465 R_Mesh_TextureState(&m);
1466 GL_ColorMask(0,0,0,1);
1467 GL_BlendFunc(GL_ONE, GL_ZERO);
1468 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1469 GL_LockArrays(0, 0);
1472 memset(&m, 0, sizeof(m));
1473 m.tex[0] = R_GetTexture(normalmaptexture);
1474 m.texcombinergb[0] = GL_REPLACE;
1475 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1476 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1477 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1478 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1479 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1480 R_Mesh_TextureState(&m);
1481 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1482 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1483 GL_LockArrays(0, 0);
1486 memset(&m, 0, sizeof(m));
1487 m.tex[0] = R_GetTexture(basetexture);
1488 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1489 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1490 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1492 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1493 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1494 m.texmatrix[1] = r_shadow_entitytolight;
1496 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1498 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
1500 // 2/2 3D combine path (original Radeon)
1501 memset(&m, 0, sizeof(m));
1502 m.tex[0] = R_GetTexture(normalmaptexture);
1503 m.texcombinergb[0] = GL_REPLACE;
1504 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1505 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1506 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1507 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1508 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1509 R_Mesh_TextureState(&m);
1510 GL_ColorMask(0,0,0,1);
1511 GL_BlendFunc(GL_ONE, GL_ZERO);
1512 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1513 GL_LockArrays(0, 0);
1516 memset(&m, 0, sizeof(m));
1517 m.tex[0] = R_GetTexture(basetexture);
1518 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1519 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1520 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1521 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1522 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1523 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1525 else if (r_textureunits.integer >= 4)
1527 // 4/2 2D combine path (Geforce3, Radeon 8500)
1528 memset(&m, 0, sizeof(m));
1529 m.tex[0] = R_GetTexture(normalmaptexture);
1530 m.texcombinergb[0] = GL_REPLACE;
1531 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1532 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1533 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1534 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1535 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1536 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1537 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1538 m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
1539 m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
1540 m.pointer_texcoord3f[3] = rsurface_vertex3f;
1541 m.texmatrix[3] = r_shadow_entitytoattenuationz;
1542 R_Mesh_TextureState(&m);
1543 GL_ColorMask(0,0,0,1);
1544 GL_BlendFunc(GL_ONE, GL_ZERO);
1545 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1546 GL_LockArrays(0, 0);
1549 memset(&m, 0, sizeof(m));
1550 m.tex[0] = R_GetTexture(basetexture);
1551 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1552 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1553 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1555 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1556 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1557 m.texmatrix[1] = r_shadow_entitytolight;
1559 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1563 // 2/2/2 2D combine path (any dot3 card)
1564 memset(&m, 0, sizeof(m));
1565 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1566 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1567 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1568 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1569 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1570 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1571 R_Mesh_TextureState(&m);
1572 GL_ColorMask(0,0,0,1);
1573 GL_BlendFunc(GL_ONE, GL_ZERO);
1574 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1575 GL_LockArrays(0, 0);
1578 memset(&m, 0, sizeof(m));
1579 m.tex[0] = R_GetTexture(normalmaptexture);
1580 m.texcombinergb[0] = GL_REPLACE;
1581 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1582 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1583 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1584 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1585 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1586 R_Mesh_TextureState(&m);
1587 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1588 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1589 GL_LockArrays(0, 0);
1592 memset(&m, 0, sizeof(m));
1593 m.tex[0] = R_GetTexture(basetexture);
1594 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1595 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1596 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1598 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1599 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1600 m.texmatrix[1] = r_shadow_entitytolight;
1602 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1604 // this final code is shared
1605 R_Mesh_TextureState(&m);
1606 R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1609 static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
1612 // FIXME: detect blendsquare!
1613 //if (!gl_support_blendsquare)
1616 // generate normalization cubemap texcoords
1617 R_Shadow_GenTexCoords_Specular_NormalCubeMap(numsurfaces, surfacelist);
1618 if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1620 // 2/0/0/1/2 3D combine blendsquare path
1621 memset(&m, 0, sizeof(m));
1622 m.tex[0] = R_GetTexture(normalmaptexture);
1623 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1624 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1625 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1626 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1627 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1628 R_Mesh_TextureState(&m);
1629 GL_ColorMask(0,0,0,1);
1630 // this squares the result
1631 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1632 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1633 GL_LockArrays(0, 0);
1635 // second and third pass
1636 R_Mesh_ResetTextureState();
1637 // square alpha in framebuffer a few times to make it shiny
1638 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1639 // these comments are a test run through this math for intensity 0.5
1640 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1641 // 0.25 * 0.25 = 0.0625 (this is another pass)
1642 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1643 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1644 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1645 GL_LockArrays(0, 0);
1648 memset(&m, 0, sizeof(m));
1649 m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
1650 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1651 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1652 R_Mesh_TextureState(&m);
1653 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1654 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1655 GL_LockArrays(0, 0);
1658 memset(&m, 0, sizeof(m));
1659 m.tex[0] = R_GetTexture(glosstexture);
1660 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1661 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1662 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1664 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1665 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1666 m.texmatrix[1] = r_shadow_entitytolight;
1668 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1670 else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
1672 // 2/0/0/2 3D combine blendsquare path
1673 memset(&m, 0, sizeof(m));
1674 m.tex[0] = R_GetTexture(normalmaptexture);
1675 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1676 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1677 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1678 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1679 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1680 R_Mesh_TextureState(&m);
1681 GL_ColorMask(0,0,0,1);
1682 // this squares the result
1683 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1684 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1685 GL_LockArrays(0, 0);
1687 // second and third pass
1688 R_Mesh_ResetTextureState();
1689 // square alpha in framebuffer a few times to make it shiny
1690 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1691 // these comments are a test run through this math for intensity 0.5
1692 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1693 // 0.25 * 0.25 = 0.0625 (this is another pass)
1694 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1695 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1696 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1697 GL_LockArrays(0, 0);
1700 memset(&m, 0, sizeof(m));
1701 m.tex[0] = R_GetTexture(glosstexture);
1702 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1703 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1704 m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
1705 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1706 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1707 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1711 // 2/0/0/2/2 2D combine blendsquare path
1712 memset(&m, 0, sizeof(m));
1713 m.tex[0] = R_GetTexture(normalmaptexture);
1714 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1715 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1716 m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
1717 m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
1718 m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
1719 R_Mesh_TextureState(&m);
1720 GL_ColorMask(0,0,0,1);
1721 // this squares the result
1722 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1723 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1724 GL_LockArrays(0, 0);
1726 // second and third pass
1727 R_Mesh_ResetTextureState();
1728 // square alpha in framebuffer a few times to make it shiny
1729 GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
1730 // these comments are a test run through this math for intensity 0.5
1731 // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
1732 // 0.25 * 0.25 = 0.0625 (this is another pass)
1733 // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
1734 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1735 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1736 GL_LockArrays(0, 0);
1739 memset(&m, 0, sizeof(m));
1740 m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
1741 m.pointer_texcoord3f[0] = rsurface_vertex3f;
1742 m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
1743 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1744 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1745 m.texmatrix[1] = r_shadow_entitytoattenuationz;
1746 R_Mesh_TextureState(&m);
1747 GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
1748 RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
1749 GL_LockArrays(0, 0);
1752 memset(&m, 0, sizeof(m));
1753 m.tex[0] = R_GetTexture(glosstexture);
1754 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1755 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1756 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
1758 m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
1759 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1760 m.texmatrix[1] = r_shadow_entitytolight;
1762 GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
1764 // this final code is shared
1765 R_Mesh_TextureState(&m);
1766 R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
1769 static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1771 // ARB path (any Geforce, any Radeon)
1772 qboolean doambient = r_shadow_rtlight->ambientscale > 0;
1773 qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
1774 qboolean dospecular = specularscale > 0;
1775 if (!doambient && !dodiffuse && !dospecular)
1777 RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
1778 R_Mesh_ColorPointer(NULL);
1780 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
1782 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
1786 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
1788 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
1793 R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
1795 R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
1798 R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(numsurfaces, surfacelist, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
1801 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int numsurfaces, msurface_t **surfacelist, vec3_t diffusecolor2, vec3_t ambientcolor2)
1803 int surfacelistindex;
1805 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1807 const msurface_t *surface = surfacelist[surfacelistindex];
1808 R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
1810 for (renders = 0;renders < 64;renders++)
1816 int newnumtriangles;
1818 int newelements[3072];
1822 newnumtriangles = 0;
1824 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1826 const msurface_t *surface = surfacelist[surfacelistindex];
1827 const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
1829 // due to low fillrate on the cards this vertex lighting path is
1830 // designed for, we manually cull all triangles that do not
1831 // contain a lit vertex
1832 // this builds batches of triangles from multiple surfaces and
1833 // renders them at once
1834 for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
1836 if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
1838 if (newnumtriangles)
1840 firstvertex = min(firstvertex, e[0]);
1841 lastvertex = max(lastvertex, e[0]);
1848 firstvertex = min(firstvertex, e[1]);
1849 lastvertex = max(lastvertex, e[1]);
1850 firstvertex = min(firstvertex, e[2]);
1851 lastvertex = max(lastvertex, e[2]);
1857 if (newnumtriangles >= 1024)
1859 GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
1860 R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
1861 newnumtriangles = 0;
1868 if (newnumtriangles >= 1)
1870 GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
1871 R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
1874 GL_LockArrays(0, 0);
1875 // if we couldn't find any lit triangles, exit early
1878 // now reduce the intensity for the next overbright pass
1879 // we have to clamp to 0 here incase the drivers have improper
1880 // handling of negative colors
1881 // (some old drivers even have improper handling of >1 color)
1883 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1887 const msurface_t *surface = surfacelist[surfacelistindex];
1888 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
1890 if (c[0] > 1 || c[1] > 1 || c[2] > 1)
1892 c[0] = max(0, c[0] - 1);
1893 c[1] = max(0, c[1] - 1);
1894 c[2] = max(0, c[2] - 1);
1907 static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
1909 // OpenGL 1.1 path (anything)
1910 model_t *model = rsurface_entity->model;
1911 float ambientcolorbase[3], diffusecolorbase[3];
1912 float ambientcolorpants[3], diffusecolorpants[3];
1913 float ambientcolorshirt[3], diffusecolorshirt[3];
1915 VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorbase);
1916 VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorbase);
1917 VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorpants);
1918 VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorpants);
1919 VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorshirt);
1920 VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorshirt);
1921 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1922 R_Mesh_ColorPointer(rsurface_array_color4f);
1923 memset(&m, 0, sizeof(m));
1924 m.tex[0] = R_GetTexture(basetexture);
1925 m.texmatrix[0] = rsurface_texture->currenttexmatrix;
1926 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
1927 if (r_textureunits.integer >= 2)
1930 m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
1931 m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
1932 m.pointer_texcoord3f[1] = rsurface_vertex3f;
1933 if (r_textureunits.integer >= 3)
1935 // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
1936 m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
1937 m.texmatrix[2] = r_shadow_entitytoattenuationz;
1938 m.pointer_texcoord3f[2] = rsurface_vertex3f;
1941 R_Mesh_TextureState(&m);
1942 RSurf_PrepareVerticesForBatch(true, false, numsurfaces, surfacelist);
1943 R_Mesh_TexBind(0, R_GetTexture(basetexture));
1944 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorbase, ambientcolorbase);
1947 R_Mesh_TexBind(0, R_GetTexture(pantstexture));
1948 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorpants, ambientcolorpants);
1952 R_Mesh_TexBind(0, R_GetTexture(shirttexture));
1953 R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorshirt, ambientcolorshirt);
1957 void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist)
1959 // FIXME: support MATERIALFLAG_NODEPTHTEST
1960 vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
1961 // calculate colors to render this texture with
1962 lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha;
1963 lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha;
1964 lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha;
1965 if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
1967 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
1968 GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
1969 if (rsurface_texture->colormapping)
1971 qboolean dopants = rsurface_texture->skin.pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f);
1972 qboolean doshirt = rsurface_texture->skin.shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f);
1975 lightcolorpants[0] = lightcolorbase[0] * rsurface_entity->colormap_pantscolor[0];
1976 lightcolorpants[1] = lightcolorbase[1] * rsurface_entity->colormap_pantscolor[1];
1977 lightcolorpants[2] = lightcolorbase[2] * rsurface_entity->colormap_pantscolor[2];
1980 VectorClear(lightcolorpants);
1983 lightcolorshirt[0] = lightcolorbase[0] * rsurface_entity->colormap_shirtcolor[0];
1984 lightcolorshirt[1] = lightcolorbase[1] * rsurface_entity->colormap_shirtcolor[1];
1985 lightcolorshirt[2] = lightcolorbase[2] * rsurface_entity->colormap_shirtcolor[2];
1988 VectorClear(lightcolorshirt);
1989 switch (r_shadow_rendermode)
1991 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
1992 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
1993 R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
1995 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
1996 R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
1998 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
1999 R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2001 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2002 R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
2005 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2011 switch (r_shadow_rendermode)
2013 case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
2014 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
2015 R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2017 case R_SHADOW_RENDERMODE_LIGHT_GLSL:
2018 R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2020 case R_SHADOW_RENDERMODE_LIGHT_DOT3:
2021 R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2023 case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
2024 R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
2027 Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
2033 void R_RTLight_Update(dlight_t *light, int isstatic)
2036 rtlight_t *rtlight = &light->rtlight;
2037 R_RTLight_Uncompile(rtlight);
2038 memset(rtlight, 0, sizeof(*rtlight));
2040 VectorCopy(light->origin, rtlight->shadoworigin);
2041 VectorCopy(light->color, rtlight->color);
2042 rtlight->radius = light->radius;
2043 //rtlight->cullradius = rtlight->radius;
2044 //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
2045 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2046 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2047 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2048 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2049 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2050 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2051 rtlight->cubemapname[0] = 0;
2052 if (light->cubemapname[0])
2053 strlcpy(rtlight->cubemapname, light->cubemapname, sizeof(rtlight->cubemapname));
2054 else if (light->cubemapnum > 0)
2055 sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
2056 rtlight->shadow = light->shadow;
2057 rtlight->corona = light->corona;
2058 rtlight->style = light->style;
2059 rtlight->isstatic = isstatic;
2060 rtlight->coronasizescale = light->coronasizescale;
2061 rtlight->ambientscale = light->ambientscale;
2062 rtlight->diffusescale = light->diffusescale;
2063 rtlight->specularscale = light->specularscale;
2064 rtlight->flags = light->flags;
2065 Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
2066 // this has to scale both rotate and translate because this is an already
2067 // inverted matrix (it transforms from world to light space, not the other
2069 scale = 1.0 / rtlight->radius;
2070 Matrix4x4_Scale(&rtlight->matrix_worldtolight, scale, scale);
2073 // compiles rtlight geometry
2074 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
2075 void R_RTLight_Compile(rtlight_t *rtlight)
2077 int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
2078 entity_render_t *ent = r_refdef.worldentity;
2079 model_t *model = r_refdef.worldmodel;
2080 unsigned char *data;
2082 // compile the light
2083 rtlight->compiled = true;
2084 rtlight->static_numleafs = 0;
2085 rtlight->static_numleafpvsbytes = 0;
2086 rtlight->static_leaflist = NULL;
2087 rtlight->static_leafpvs = NULL;
2088 rtlight->static_numsurfaces = 0;
2089 rtlight->static_surfacelist = NULL;
2090 rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
2091 rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
2092 rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
2093 rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
2094 rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
2095 rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
2097 if (model && model->GetLightInfo)
2099 // this variable must be set for the CompileShadowVolume code
2100 r_shadow_compilingrtlight = rtlight;
2101 R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
2102 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);
2103 numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
2104 data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
2105 rtlight->static_numleafs = numleafs;
2106 rtlight->static_numleafpvsbytes = numleafpvsbytes;
2107 rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
2108 rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
2109 rtlight->static_numsurfaces = numsurfaces;
2110 rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
2112 memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
2113 if (numleafpvsbytes)
2114 memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
2116 memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
2117 if (model->CompileShadowVolume && rtlight->shadow)
2118 model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
2119 // now we're done compiling the rtlight
2120 r_shadow_compilingrtlight = NULL;
2124 // use smallest available cullradius - box radius or light radius
2125 //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
2126 //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
2130 if (rtlight->static_meshchain_shadow)
2133 for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2136 shadowtris += mesh->numtriangles;
2140 if (developer.integer >= 10)
2141 Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
2144 void R_RTLight_Uncompile(rtlight_t *rtlight)
2146 if (rtlight->compiled)
2148 if (rtlight->static_meshchain_shadow)
2149 Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
2150 rtlight->static_meshchain_shadow = NULL;
2151 // these allocations are grouped
2152 if (rtlight->static_leaflist)
2153 Mem_Free(rtlight->static_leaflist);
2154 rtlight->static_numleafs = 0;
2155 rtlight->static_numleafpvsbytes = 0;
2156 rtlight->static_leaflist = NULL;
2157 rtlight->static_leafpvs = NULL;
2158 rtlight->static_numsurfaces = 0;
2159 rtlight->static_surfacelist = NULL;
2160 rtlight->compiled = false;
2164 void R_Shadow_UncompileWorldLights(void)
2167 for (light = r_shadow_worldlightchain;light;light = light->next)
2168 R_RTLight_Uncompile(&light->rtlight);
2171 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
2173 model_t *model = ent->model;
2174 vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
2175 vec_t relativeshadowradius;
2176 if (ent == r_refdef.worldentity)
2178 if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
2181 R_Mesh_Matrix(&ent->matrix);
2183 for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
2185 r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
2186 R_Mesh_VertexPointer(mesh->vertex3f);
2187 GL_LockArrays(0, mesh->numverts);
2188 if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
2190 // decrement stencil if backface is behind depthbuffer
2191 GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
2192 qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
2193 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2194 // increment stencil if frontface is behind depthbuffer
2195 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2196 qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
2198 R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
2199 GL_LockArrays(0, 0);
2203 else if (numsurfaces)
2205 R_Mesh_Matrix(&ent->matrix);
2206 model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
2211 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
2212 relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
2213 relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
2214 relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
2215 relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
2216 relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
2217 relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
2218 relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
2219 R_Mesh_Matrix(&ent->matrix);
2220 model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs);
2224 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
2226 // set up properties for rendering light onto this entity
2227 RSurf_ActiveEntity(ent, true, true);
2228 Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
2229 Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
2230 Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
2231 Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
2232 if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
2233 R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
2236 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
2238 model_t *model = ent->model;
2239 if (!model->DrawLight)
2241 R_Shadow_SetupEntityLight(ent);
2242 if (ent == r_refdef.worldentity)
2243 model->DrawLight(ent, numsurfaces, surfacelist);
2245 model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist);
2248 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
2252 int numleafs, numsurfaces;
2253 int *leaflist, *surfacelist;
2254 unsigned char *leafpvs;
2255 int numlightentities;
2256 int numshadowentities;
2257 entity_render_t *lightentities[MAX_EDICTS];
2258 entity_render_t *shadowentities[MAX_EDICTS];
2260 // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
2261 // skip lights that are basically invisible (color 0 0 0)
2262 if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
2265 // loading is done before visibility checks because loading should happen
2266 // all at once at the start of a level, not when it stalls gameplay.
2267 // (especially important to benchmarks)
2269 if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
2270 R_RTLight_Compile(rtlight);
2272 rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
2274 // look up the light style value at this time
2275 f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
2276 VectorScale(rtlight->color, f, rtlight->currentcolor);
2278 if (rtlight->selected)
2280 f = 2 + sin(realtime * M_PI * 4.0);
2281 VectorScale(rtlight->currentcolor, f, rtlight->currentcolor);
2285 // if lightstyle is currently off, don't draw the light
2286 if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
2289 // if the light box is offscreen, skip it
2290 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2293 if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
2295 // compiled light, world available and can receive realtime lighting
2296 // retrieve leaf information
2297 numleafs = rtlight->static_numleafs;
2298 leaflist = rtlight->static_leaflist;
2299 leafpvs = rtlight->static_leafpvs;
2300 numsurfaces = rtlight->static_numsurfaces;
2301 surfacelist = rtlight->static_surfacelist;
2303 else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
2305 // dynamic light, world available and can receive realtime lighting
2306 // calculate lit surfaces and leafs
2307 R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
2308 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);
2309 leaflist = r_shadow_buffer_leaflist;
2310 leafpvs = r_shadow_buffer_leafpvs;
2311 surfacelist = r_shadow_buffer_surfacelist;
2312 // if the reduced leaf bounds are offscreen, skip it
2313 if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
2325 // check if light is illuminating any visible leafs
2328 for (i = 0;i < numleafs;i++)
2329 if (r_viewcache.world_leafvisible[leaflist[i]])
2334 // set up a scissor rectangle for this light
2335 if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
2338 // make a list of lit entities and shadow casting entities
2339 numlightentities = 0;
2340 numshadowentities = 0;
2341 // don't count the world unless some surfaces are actually lit
2344 lightentities[numlightentities++] = r_refdef.worldentity;
2345 shadowentities[numshadowentities++] = r_refdef.worldentity;
2347 // add dynamic entities that are lit by the light
2348 if (r_drawentities.integer)
2350 for (i = 0;i < r_refdef.numentities;i++)
2353 entity_render_t *ent = r_refdef.entities[i];
2354 if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
2355 && (model = ent->model)
2356 && !(ent->flags & RENDER_TRANSPARENT)
2357 && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
2359 // about the VectorDistance2 - light emitting entities should not cast their own shadow
2361 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2362 if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
2363 shadowentities[numshadowentities++] = ent;
2364 if (r_viewcache.entityvisible[i] && (ent->flags & RENDER_LIGHT) && model->DrawLight)
2365 lightentities[numlightentities++] = ent;
2370 // return if there's nothing at all to light
2371 if (!numlightentities)
2374 // don't let sound skip if going slow
2375 if (r_refdef.extraupdate)
2378 // make this the active rtlight for rendering purposes
2379 R_Shadow_RenderMode_ActiveLight(rtlight);
2380 // count this light in the r_speeds
2381 r_refdef.stats.lights++;
2384 if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
2386 // draw stencil shadow volumes to mask off pixels that are in shadow
2387 // so that they won't receive lighting
2391 R_Shadow_RenderMode_StencilShadowVolumes();
2392 for (i = 0;i < numshadowentities;i++)
2393 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2396 // optionally draw visible shape of the shadow volumes
2397 // for performance analysis by level designers
2398 if (r_showshadowvolumes.integer)
2400 R_Shadow_RenderMode_VisibleShadowVolumes();
2401 for (i = 0;i < numshadowentities;i++)
2402 R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
2406 if (numlightentities)
2408 // draw lighting in the unmasked areas
2409 R_Shadow_RenderMode_Lighting(usestencil, false);
2410 for (i = 0;i < numlightentities;i++)
2411 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2413 // optionally draw the illuminated areas
2414 // for performance analysis by level designers
2415 if (r_showlighting.integer)
2417 R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
2418 for (i = 0;i < numlightentities;i++)
2419 R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
2424 void R_ShadowVolumeLighting(qboolean visible)
2429 if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
2430 R_Shadow_EditLights_Reload_f();
2432 R_Shadow_RenderMode_Begin();
2434 flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
2435 if (r_shadow_debuglight.integer >= 0)
2437 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2438 if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
2439 R_DrawRTLight(&light->rtlight, visible);
2442 for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
2443 if (light->flags & flag)
2444 R_DrawRTLight(&light->rtlight, visible);
2445 if (r_refdef.rtdlight)
2446 for (lnum = 0;lnum < r_refdef.numlights;lnum++)
2447 R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
2449 R_Shadow_RenderMode_End();
2452 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2453 typedef struct suffixinfo_s
2456 qboolean flipx, flipy, flipdiagonal;
2459 static suffixinfo_t suffix[3][6] =
2462 {"px", false, false, false},
2463 {"nx", false, false, false},
2464 {"py", false, false, false},
2465 {"ny", false, false, false},
2466 {"pz", false, false, false},
2467 {"nz", false, false, false}
2470 {"posx", false, false, false},
2471 {"negx", false, false, false},
2472 {"posy", false, false, false},
2473 {"negy", false, false, false},
2474 {"posz", false, false, false},
2475 {"negz", false, false, false}
2478 {"rt", true, false, true},
2479 {"lf", false, true, true},
2480 {"ft", true, true, false},
2481 {"bk", false, false, false},
2482 {"up", true, false, true},
2483 {"dn", true, false, true}
2487 static int componentorder[4] = {0, 1, 2, 3};
2489 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
2491 int i, j, cubemapsize;
2492 unsigned char *cubemappixels, *image_rgba;
2493 rtexture_t *cubemaptexture;
2495 // must start 0 so the first loadimagepixels has no requested width/height
2497 cubemappixels = NULL;
2498 cubemaptexture = NULL;
2499 // keep trying different suffix groups (posx, px, rt) until one loads
2500 for (j = 0;j < 3 && !cubemappixels;j++)
2502 // load the 6 images in the suffix group
2503 for (i = 0;i < 6;i++)
2505 // generate an image name based on the base and and suffix
2506 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2508 if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
2510 // an image loaded, make sure width and height are equal
2511 if (image_width == image_height)
2513 // if this is the first image to load successfully, allocate the cubemap memory
2514 if (!cubemappixels && image_width >= 1)
2516 cubemapsize = image_width;
2517 // note this clears to black, so unavailable sides are black
2518 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2520 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2522 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);
2525 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2527 Mem_Free(image_rgba);
2531 // if a cubemap loaded, upload it
2534 if (!r_shadow_filters_texturepool)
2535 r_shadow_filters_texturepool = R_AllocTexturePool();
2536 cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
2537 Mem_Free(cubemappixels);
2541 Con_Printf("Failed to load Cubemap \"%s\", tried ", basename);
2542 for (j = 0;j < 3;j++)
2543 for (i = 0;i < 6;i++)
2544 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2545 Con_Print(" and was unable to find any of them.\n");
2547 return cubemaptexture;
2550 rtexture_t *R_Shadow_Cubemap(const char *basename)
2553 for (i = 0;i < numcubemaps;i++)
2554 if (!strcasecmp(cubemaps[i].basename, basename))
2555 return cubemaps[i].texture;
2556 if (i >= MAX_CUBEMAPS)
2557 return r_texture_whitecube;
2559 strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
2560 cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
2561 if (!cubemaps[i].texture)
2562 cubemaps[i].texture = r_texture_whitecube;
2563 return cubemaps[i].texture;
2566 void R_Shadow_FreeCubemaps(void)
2569 R_FreeTexturePool(&r_shadow_filters_texturepool);
2572 dlight_t *R_Shadow_NewWorldLight(void)
2575 light = (dlight_t *)Mem_Alloc(r_main_mempool, sizeof(dlight_t));
2576 light->next = r_shadow_worldlightchain;
2577 r_shadow_worldlightchain = light;
2581 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)
2583 VectorCopy(origin, light->origin);
2584 light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
2585 light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
2586 light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
2587 light->color[0] = max(color[0], 0);
2588 light->color[1] = max(color[1], 0);
2589 light->color[2] = max(color[2], 0);
2590 light->radius = max(radius, 0);
2591 light->style = style;
2592 if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
2594 Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
2597 light->shadow = shadowenable;
2598 light->corona = corona;
2601 strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
2602 light->coronasizescale = coronasizescale;
2603 light->ambientscale = ambientscale;
2604 light->diffusescale = diffusescale;
2605 light->specularscale = specularscale;
2606 light->flags = flags;
2607 Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
2609 R_RTLight_Update(light, true);
2612 void R_Shadow_FreeWorldLight(dlight_t *light)
2614 dlight_t **lightpointer;
2615 R_RTLight_Uncompile(&light->rtlight);
2616 for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
2617 if (*lightpointer != light)
2618 Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
2619 *lightpointer = light->next;
2623 void R_Shadow_ClearWorldLights(void)
2625 while (r_shadow_worldlightchain)
2626 R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
2627 r_shadow_selectedlight = NULL;
2628 R_Shadow_FreeCubemaps();
2631 void R_Shadow_SelectLight(dlight_t *light)
2633 if (r_shadow_selectedlight)
2634 r_shadow_selectedlight->selected = false;
2635 r_shadow_selectedlight = light;
2636 if (r_shadow_selectedlight)
2637 r_shadow_selectedlight->selected = true;
2640 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2642 // this is never batched (there can be only one)
2643 float scale = r_editlights_cursorgrid.value * 0.5f;
2644 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
2647 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2649 // this is never batched (due to the ent parameter changing every time)
2650 // so numsurfaces == 1 and surfacelist[0] == lightnumber
2652 const dlight_t *light = (dlight_t *)ent;
2654 if (light->selected)
2655 intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
2658 R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
2661 void R_Shadow_DrawLightSprites(void)
2666 for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
2667 R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 1+(i % 5), &light->rtlight);
2668 R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
2671 void R_Shadow_SelectLightInView(void)
2673 float bestrating, rating, temp[3];
2674 dlight_t *best, *light;
2677 for (light = r_shadow_worldlightchain;light;light = light->next)
2679 VectorSubtract(light->origin, r_view.origin, temp);
2680 rating = (DotProduct(temp, r_view.forward) / sqrt(DotProduct(temp, temp)));
2683 rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
2684 if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_view.origin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
2686 bestrating = rating;
2691 R_Shadow_SelectLight(best);
2694 void R_Shadow_LoadWorldLights(void)
2696 int n, a, style, shadow, flags;
2697 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
2698 float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
2699 if (r_refdef.worldmodel == NULL)
2701 Con_Print("No map loaded.\n");
2704 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2705 strlcat (name, ".rtlights", sizeof (name));
2706 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
2716 for (;COM_Parse(t, true) && strcmp(
2717 if (COM_Parse(t, true))
2719 if (com_token[0] == '!')
2722 origin[0] = atof(com_token+1);
2725 origin[0] = atof(com_token);
2730 while (*s && *s != '\n' && *s != '\r')
2736 // check for modifier flags
2743 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);
2746 flags = LIGHTFLAG_REALTIMEMODE;
2754 coronasizescale = 0.25f;
2756 VectorClear(angles);
2759 if (a < 9 || !strcmp(cubemapname, "\"\""))
2761 // remove quotes on cubemapname
2762 if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
2765 namelen = strlen(cubemapname) - 2;
2766 memmove(cubemapname, cubemapname + 1, namelen);
2767 cubemapname[namelen] = '\0';
2771 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);
2774 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
2782 Con_Printf("invalid rtlights file \"%s\"\n", name);
2783 Mem_Free(lightsstring);
2787 void R_Shadow_SaveWorldLights(void)
2790 size_t bufchars, bufmaxchars;
2792 char name[MAX_QPATH];
2793 char line[MAX_INPUTLINE];
2794 if (!r_shadow_worldlightchain)
2796 if (r_refdef.worldmodel == NULL)
2798 Con_Print("No map loaded.\n");
2801 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2802 strlcat (name, ".rtlights", sizeof (name));
2803 bufchars = bufmaxchars = 0;
2805 for (light = r_shadow_worldlightchain;light;light = light->next)
2807 if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
2808 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);
2809 else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
2810 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]);
2812 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);
2813 if (bufchars + strlen(line) > bufmaxchars)
2815 bufmaxchars = bufchars + strlen(line) + 2048;
2817 buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
2821 memcpy(buf, oldbuf, bufchars);
2827 memcpy(buf + bufchars, line, strlen(line));
2828 bufchars += strlen(line);
2832 FS_WriteFile(name, buf, (fs_offset_t)bufchars);
2837 void R_Shadow_LoadLightsFile(void)
2840 char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
2841 float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
2842 if (r_refdef.worldmodel == NULL)
2844 Con_Print("No map loaded.\n");
2847 FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
2848 strlcat (name, ".lights", sizeof (name));
2849 lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
2857 while (*s && *s != '\n' && *s != '\r')
2863 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);
2867 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);
2870 radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
2871 radius = bound(15, radius, 4096);
2872 VectorScale(color, (2.0f / (8388608.0f)), color);
2873 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
2881 Con_Printf("invalid lights file \"%s\"\n", name);
2882 Mem_Free(lightsstring);
2886 // tyrlite/hmap2 light types in the delay field
2887 typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
2889 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
2891 int entnum, style, islight, skin, pflags, effects, type, n;
2894 float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
2895 char key[256], value[MAX_INPUTLINE];
2897 if (r_refdef.worldmodel == NULL)
2899 Con_Print("No map loaded.\n");
2902 // try to load a .ent file first
2903 FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
2904 strlcat (key, ".ent", sizeof (key));
2905 data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
2906 // and if that is not found, fall back to the bsp file entity string
2908 data = r_refdef.worldmodel->brush.entities;
2911 for (entnum = 0;COM_ParseTokenConsole(&data) && com_token[0] == '{';entnum++)
2913 type = LIGHTTYPE_MINUSX;
2914 origin[0] = origin[1] = origin[2] = 0;
2915 originhack[0] = originhack[1] = originhack[2] = 0;
2916 angles[0] = angles[1] = angles[2] = 0;
2917 color[0] = color[1] = color[2] = 1;
2918 light[0] = light[1] = light[2] = 1;light[3] = 300;
2919 overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
2929 if (!COM_ParseTokenConsole(&data))
2931 if (com_token[0] == '}')
2932 break; // end of entity
2933 if (com_token[0] == '_')
2934 strlcpy(key, com_token + 1, sizeof(key));
2936 strlcpy(key, com_token, sizeof(key));
2937 while (key[strlen(key)-1] == ' ') // remove trailing spaces
2938 key[strlen(key)-1] = 0;
2939 if (!COM_ParseTokenConsole(&data))
2941 strlcpy(value, com_token, sizeof(value));
2943 // now that we have the key pair worked out...
2944 if (!strcmp("light", key))
2946 n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
2950 light[0] = vec[0] * (1.0f / 256.0f);
2951 light[1] = vec[0] * (1.0f / 256.0f);
2952 light[2] = vec[0] * (1.0f / 256.0f);
2958 light[0] = vec[0] * (1.0f / 255.0f);
2959 light[1] = vec[1] * (1.0f / 255.0f);
2960 light[2] = vec[2] * (1.0f / 255.0f);
2964 else if (!strcmp("delay", key))
2966 else if (!strcmp("origin", key))
2967 sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
2968 else if (!strcmp("angle", key))
2969 angles[0] = 0, angles[1] = atof(value), angles[2] = 0;
2970 else if (!strcmp("angles", key))
2971 sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
2972 else if (!strcmp("color", key))
2973 sscanf(value, "%f %f %f", &color[0], &color[1], &color[2]);
2974 else if (!strcmp("wait", key))
2975 fadescale = atof(value);
2976 else if (!strcmp("classname", key))
2978 if (!strncmp(value, "light", 5))
2981 if (!strcmp(value, "light_fluoro"))
2986 overridecolor[0] = 1;
2987 overridecolor[1] = 1;
2988 overridecolor[2] = 1;
2990 if (!strcmp(value, "light_fluorospark"))
2995 overridecolor[0] = 1;
2996 overridecolor[1] = 1;
2997 overridecolor[2] = 1;
2999 if (!strcmp(value, "light_globe"))
3004 overridecolor[0] = 1;
3005 overridecolor[1] = 0.8;
3006 overridecolor[2] = 0.4;
3008 if (!strcmp(value, "light_flame_large_yellow"))
3013 overridecolor[0] = 1;
3014 overridecolor[1] = 0.5;
3015 overridecolor[2] = 0.1;
3017 if (!strcmp(value, "light_flame_small_yellow"))
3022 overridecolor[0] = 1;
3023 overridecolor[1] = 0.5;
3024 overridecolor[2] = 0.1;
3026 if (!strcmp(value, "light_torch_small_white"))
3031 overridecolor[0] = 1;
3032 overridecolor[1] = 0.5;
3033 overridecolor[2] = 0.1;
3035 if (!strcmp(value, "light_torch_small_walltorch"))
3040 overridecolor[0] = 1;
3041 overridecolor[1] = 0.5;
3042 overridecolor[2] = 0.1;
3046 else if (!strcmp("style", key))
3047 style = atoi(value);
3048 else if (!strcmp("skin", key))
3049 skin = (int)atof(value);
3050 else if (!strcmp("pflags", key))
3051 pflags = (int)atof(value);
3052 else if (!strcmp("effects", key))
3053 effects = (int)atof(value);
3054 else if (r_refdef.worldmodel->type == mod_brushq3)
3056 if (!strcmp("scale", key))
3057 lightscale = atof(value);
3058 if (!strcmp("fade", key))
3059 fadescale = atof(value);
3064 if (lightscale <= 0)
3068 if (color[0] == color[1] && color[0] == color[2])
3070 color[0] *= overridecolor[0];
3071 color[1] *= overridecolor[1];
3072 color[2] *= overridecolor[2];
3074 radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
3075 color[0] = color[0] * light[0];
3076 color[1] = color[1] * light[1];
3077 color[2] = color[2] * light[2];
3080 case LIGHTTYPE_MINUSX:
3082 case LIGHTTYPE_RECIPX:
3084 VectorScale(color, (1.0f / 16.0f), color);
3086 case LIGHTTYPE_RECIPXX:
3088 VectorScale(color, (1.0f / 16.0f), color);
3091 case LIGHTTYPE_NONE:
3095 case LIGHTTYPE_MINUSXX:
3098 VectorAdd(origin, originhack, origin);
3100 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);
3103 Mem_Free(entfiledata);
3107 void R_Shadow_SetCursorLocationForView(void)
3110 vec3_t dest, endpos;
3112 VectorMA(r_view.origin, r_editlights_cursordistance.value, r_view.forward, dest);
3113 trace = CL_TraceBox(r_view.origin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
3114 if (trace.fraction < 1)
3116 dist = trace.fraction * r_editlights_cursordistance.value;
3117 push = r_editlights_cursorpushback.value;
3121 VectorMA(trace.endpos, push, r_view.forward, endpos);
3122 VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
3126 VectorClear( endpos );
3128 r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3129 r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3130 r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
3133 void R_Shadow_UpdateWorldLightSelection(void)
3135 if (r_editlights.integer)
3137 R_Shadow_SetCursorLocationForView();
3138 R_Shadow_SelectLightInView();
3139 R_Shadow_DrawLightSprites();
3142 R_Shadow_SelectLight(NULL);
3145 void R_Shadow_EditLights_Clear_f(void)
3147 R_Shadow_ClearWorldLights();
3150 void R_Shadow_EditLights_Reload_f(void)
3152 if (!r_refdef.worldmodel)
3154 strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
3155 R_Shadow_ClearWorldLights();
3156 R_Shadow_LoadWorldLights();
3157 if (r_shadow_worldlightchain == NULL)
3159 R_Shadow_LoadLightsFile();
3160 if (r_shadow_worldlightchain == NULL)
3161 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3165 void R_Shadow_EditLights_Save_f(void)
3167 if (!r_refdef.worldmodel)
3169 R_Shadow_SaveWorldLights();
3172 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
3174 R_Shadow_ClearWorldLights();
3175 R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
3178 void R_Shadow_EditLights_ImportLightsFile_f(void)
3180 R_Shadow_ClearWorldLights();
3181 R_Shadow_LoadLightsFile();
3184 void R_Shadow_EditLights_Spawn_f(void)
3187 if (!r_editlights.integer)
3189 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3192 if (Cmd_Argc() != 1)
3194 Con_Print("r_editlights_spawn does not take parameters\n");
3197 color[0] = color[1] = color[2] = 1;
3198 R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
3201 void R_Shadow_EditLights_Edit_f(void)
3203 vec3_t origin, angles, color;
3204 vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
3205 int style, shadows, flags, normalmode, realtimemode;
3206 char cubemapname[MAX_INPUTLINE];
3207 if (!r_editlights.integer)
3209 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3212 if (!r_shadow_selectedlight)
3214 Con_Print("No selected light.\n");
3217 VectorCopy(r_shadow_selectedlight->origin, origin);
3218 VectorCopy(r_shadow_selectedlight->angles, angles);
3219 VectorCopy(r_shadow_selectedlight->color, color);
3220 radius = r_shadow_selectedlight->radius;
3221 style = r_shadow_selectedlight->style;
3222 if (r_shadow_selectedlight->cubemapname)
3223 strlcpy(cubemapname, r_shadow_selectedlight->cubemapname, sizeof(cubemapname));
3226 shadows = r_shadow_selectedlight->shadow;
3227 corona = r_shadow_selectedlight->corona;
3228 coronasizescale = r_shadow_selectedlight->coronasizescale;
3229 ambientscale = r_shadow_selectedlight->ambientscale;
3230 diffusescale = r_shadow_selectedlight->diffusescale;
3231 specularscale = r_shadow_selectedlight->specularscale;
3232 flags = r_shadow_selectedlight->flags;
3233 normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
3234 realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
3235 if (!strcmp(Cmd_Argv(1), "origin"))
3237 if (Cmd_Argc() != 5)
3239 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3242 origin[0] = atof(Cmd_Argv(2));
3243 origin[1] = atof(Cmd_Argv(3));
3244 origin[2] = atof(Cmd_Argv(4));
3246 else if (!strcmp(Cmd_Argv(1), "originx"))
3248 if (Cmd_Argc() != 3)
3250 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3253 origin[0] = atof(Cmd_Argv(2));
3255 else if (!strcmp(Cmd_Argv(1), "originy"))
3257 if (Cmd_Argc() != 3)
3259 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3262 origin[1] = atof(Cmd_Argv(2));
3264 else if (!strcmp(Cmd_Argv(1), "originz"))
3266 if (Cmd_Argc() != 3)
3268 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3271 origin[2] = atof(Cmd_Argv(2));
3273 else if (!strcmp(Cmd_Argv(1), "move"))
3275 if (Cmd_Argc() != 5)
3277 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3280 origin[0] += atof(Cmd_Argv(2));
3281 origin[1] += atof(Cmd_Argv(3));
3282 origin[2] += atof(Cmd_Argv(4));
3284 else if (!strcmp(Cmd_Argv(1), "movex"))
3286 if (Cmd_Argc() != 3)
3288 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3291 origin[0] += atof(Cmd_Argv(2));
3293 else if (!strcmp(Cmd_Argv(1), "movey"))
3295 if (Cmd_Argc() != 3)
3297 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3300 origin[1] += atof(Cmd_Argv(2));
3302 else if (!strcmp(Cmd_Argv(1), "movez"))
3304 if (Cmd_Argc() != 3)
3306 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3309 origin[2] += atof(Cmd_Argv(2));
3311 else if (!strcmp(Cmd_Argv(1), "angles"))
3313 if (Cmd_Argc() != 5)
3315 Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
3318 angles[0] = atof(Cmd_Argv(2));
3319 angles[1] = atof(Cmd_Argv(3));
3320 angles[2] = atof(Cmd_Argv(4));
3322 else if (!strcmp(Cmd_Argv(1), "anglesx"))
3324 if (Cmd_Argc() != 3)
3326 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3329 angles[0] = atof(Cmd_Argv(2));
3331 else if (!strcmp(Cmd_Argv(1), "anglesy"))
3333 if (Cmd_Argc() != 3)
3335 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3338 angles[1] = atof(Cmd_Argv(2));
3340 else if (!strcmp(Cmd_Argv(1), "anglesz"))
3342 if (Cmd_Argc() != 3)
3344 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3347 angles[2] = atof(Cmd_Argv(2));
3349 else if (!strcmp(Cmd_Argv(1), "color"))
3351 if (Cmd_Argc() != 5)
3353 Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
3356 color[0] = atof(Cmd_Argv(2));
3357 color[1] = atof(Cmd_Argv(3));
3358 color[2] = atof(Cmd_Argv(4));
3360 else if (!strcmp(Cmd_Argv(1), "radius"))
3362 if (Cmd_Argc() != 3)
3364 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3367 radius = atof(Cmd_Argv(2));
3369 else if (!strcmp(Cmd_Argv(1), "colorscale"))
3371 if (Cmd_Argc() == 3)
3373 double scale = atof(Cmd_Argv(2));
3380 if (Cmd_Argc() != 5)
3382 Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1));
3385 color[0] *= atof(Cmd_Argv(2));
3386 color[1] *= atof(Cmd_Argv(3));
3387 color[2] *= atof(Cmd_Argv(4));
3390 else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
3392 if (Cmd_Argc() != 3)
3394 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3397 radius *= atof(Cmd_Argv(2));
3399 else if (!strcmp(Cmd_Argv(1), "style"))
3401 if (Cmd_Argc() != 3)
3403 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3406 style = atoi(Cmd_Argv(2));
3408 else if (!strcmp(Cmd_Argv(1), "cubemap"))
3412 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3415 if (Cmd_Argc() == 3)
3416 strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
3420 else if (!strcmp(Cmd_Argv(1), "shadows"))
3422 if (Cmd_Argc() != 3)
3424 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3427 shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3429 else if (!strcmp(Cmd_Argv(1), "corona"))
3431 if (Cmd_Argc() != 3)
3433 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3436 corona = atof(Cmd_Argv(2));
3438 else if (!strcmp(Cmd_Argv(1), "coronasize"))
3440 if (Cmd_Argc() != 3)
3442 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3445 coronasizescale = atof(Cmd_Argv(2));
3447 else if (!strcmp(Cmd_Argv(1), "ambient"))
3449 if (Cmd_Argc() != 3)
3451 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3454 ambientscale = atof(Cmd_Argv(2));
3456 else if (!strcmp(Cmd_Argv(1), "diffuse"))
3458 if (Cmd_Argc() != 3)
3460 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3463 diffusescale = atof(Cmd_Argv(2));
3465 else if (!strcmp(Cmd_Argv(1), "specular"))
3467 if (Cmd_Argc() != 3)
3469 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3472 specularscale = atof(Cmd_Argv(2));
3474 else if (!strcmp(Cmd_Argv(1), "normalmode"))
3476 if (Cmd_Argc() != 3)
3478 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3481 normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3483 else if (!strcmp(Cmd_Argv(1), "realtimemode"))
3485 if (Cmd_Argc() != 3)
3487 Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
3490 realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
3494 Con_Print("usage: r_editlights_edit [property] [value]\n");
3495 Con_Print("Selected light's properties:\n");
3496 Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
3497 Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
3498 Con_Printf("Color : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
3499 Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
3500 Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
3501 Con_Printf("Style : %i\n", r_shadow_selectedlight->style);
3502 Con_Printf("Shadows : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
3503 Con_Printf("Cubemap : %s\n", r_shadow_selectedlight->cubemapname);
3504 Con_Printf("CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);
3505 Con_Printf("Ambient : %f\n", r_shadow_selectedlight->ambientscale);
3506 Con_Printf("Diffuse : %f\n", r_shadow_selectedlight->diffusescale);
3507 Con_Printf("Specular : %f\n", r_shadow_selectedlight->specularscale);
3508 Con_Printf("NormalMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
3509 Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
3512 flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
3513 R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
3516 void R_Shadow_EditLights_EditAll_f(void)
3520 if (!r_editlights.integer)
3522 Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
3526 for (light = r_shadow_worldlightchain;light;light = light->next)
3528 R_Shadow_SelectLight(light);
3529 R_Shadow_EditLights_Edit_f();
3533 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
3535 int lightnumber, lightcount;
3539 if (!r_editlights.integer)
3545 for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
3546 if (light == r_shadow_selectedlight)
3547 lightnumber = lightcount;
3548 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;
3549 if (r_shadow_selectedlight == NULL)
3551 sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3552 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;
3553 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;
3554 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;
3555 sprintf(temp, "Radius : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3556 sprintf(temp, "Corona : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3557 sprintf(temp, "Style : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3558 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;
3559 sprintf(temp, "Cubemap : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3560 sprintf(temp, "CoronaSize : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3561 sprintf(temp, "Ambient : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3562 sprintf(temp, "Diffuse : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3563 sprintf(temp, "Specular : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
3564 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;
3565 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;
3568 void R_Shadow_EditLights_ToggleShadow_f(void)
3570 if (!r_editlights.integer)
3572 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3575 if (!r_shadow_selectedlight)
3577 Con_Print("No selected light.\n");
3580 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);
3583 void R_Shadow_EditLights_ToggleCorona_f(void)
3585 if (!r_editlights.integer)
3587 Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n");
3590 if (!r_shadow_selectedlight)
3592 Con_Print("No selected light.\n");
3595 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);
3598 void R_Shadow_EditLights_Remove_f(void)
3600 if (!r_editlights.integer)
3602 Con_Print("Cannot remove light when not in editing mode. Set r_editlights to 1.\n");
3605 if (!r_shadow_selectedlight)
3607 Con_Print("No selected light.\n");
3610 R_Shadow_FreeWorldLight(r_shadow_selectedlight);
3611 r_shadow_selectedlight = NULL;
3614 void R_Shadow_EditLights_Help_f(void)
3617 "Documentation on r_editlights system:\n"
3619 "r_editlights : enable/disable editing mode\n"
3620 "r_editlights_cursordistance : maximum distance of cursor from eye\n"
3621 "r_editlights_cursorpushback : push back cursor this far from surface\n"
3622 "r_editlights_cursorpushoff : push cursor off surface this far\n"
3623 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
3624 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
3626 "r_editlights_help : this help\n"
3627 "r_editlights_clear : remove all lights\n"
3628 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
3629 "r_editlights_save : save to .rtlights file\n"
3630 "r_editlights_spawn : create a light with default settings\n"
3631 "r_editlights_edit command : edit selected light - more documentation below\n"
3632 "r_editlights_remove : remove selected light\n"
3633 "r_editlights_toggleshadow : toggles on/off selected light's shadow property\n"
3634 "r_editlights_importlightentitiesfrommap : reload light entities\n"
3635 "r_editlights_importlightsfile : reload .light file (produced by hlight)\n"
3637 "origin x y z : set light location\n"
3638 "originx x: set x component of light location\n"
3639 "originy y: set y component of light location\n"
3640 "originz z: set z component of light location\n"
3641 "move x y z : adjust light location\n"
3642 "movex x: adjust x component of light location\n"
3643 "movey y: adjust y component of light location\n"
3644 "movez z: adjust z component of light location\n"
3645 "angles x y z : set light angles\n"
3646 "anglesx x: set x component of light angles\n"
3647 "anglesy y: set y component of light angles\n"
3648 "anglesz z: set z component of light angles\n"
3649 "color r g b : set color of light (can be brighter than 1 1 1)\n"
3650 "radius radius : set radius (size) of light\n"
3651 "colorscale grey : multiply color of light (1 does nothing)\n"
3652 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
3653 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
3654 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
3655 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
3656 "cubemap basename : set filter cubemap of light (not yet supported)\n"
3657 "shadows 1/0 : turn on/off shadows\n"
3658 "corona n : set corona intensity\n"
3659 "coronasize n : set corona size (0-1)\n"
3660 "ambient n : set ambient intensity (0-1)\n"
3661 "diffuse n : set diffuse intensity (0-1)\n"
3662 "specular n : set specular intensity (0-1)\n"
3663 "normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
3664 "realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
3665 "<nothing> : print light properties to console\n"
3669 void R_Shadow_EditLights_CopyInfo_f(void)
3671 if (!r_editlights.integer)
3673 Con_Print("Cannot copy light info when not in editing mode. Set r_editlights to 1.\n");
3676 if (!r_shadow_selectedlight)
3678 Con_Print("No selected light.\n");
3681 VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
3682 VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
3683 r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
3684 r_shadow_bufferlight.style = r_shadow_selectedlight->style;
3685 if (r_shadow_selectedlight->cubemapname)
3686 strlcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname, sizeof(r_shadow_bufferlight.cubemapname));
3688 r_shadow_bufferlight.cubemapname[0] = 0;
3689 r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
3690 r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
3691 r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
3692 r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
3693 r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
3694 r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
3695 r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
3698 void R_Shadow_EditLights_PasteInfo_f(void)
3700 if (!r_editlights.integer)
3702 Con_Print("Cannot paste light info when not in editing mode. Set r_editlights to 1.\n");
3705 if (!r_shadow_selectedlight)
3707 Con_Print("No selected light.\n");
3710 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);
3713 void R_Shadow_EditLights_Init(void)
3715 Cvar_RegisterVariable(&r_editlights);
3716 Cvar_RegisterVariable(&r_editlights_cursordistance);
3717 Cvar_RegisterVariable(&r_editlights_cursorpushback);
3718 Cvar_RegisterVariable(&r_editlights_cursorpushoff);
3719 Cvar_RegisterVariable(&r_editlights_cursorgrid);
3720 Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
3721 Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
3722 Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
3723 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)");
3724 Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
3725 Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
3726 Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
3727 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)");
3728 Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
3729 Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
3730 Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
3731 Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
3732 Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
3733 Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
3734 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)");